Question 1: I’m working on a UE project. Base on other digital projects I’ve worked on, not Game Development, but primarily Graphic Images, Photoshop type stuff before. As I progress I tended to duplicate what I was working on and keep the last version as a fail safe incase I screwed something up.
For Unreal Engine is this a standard procedure or no? When working on a Map, is this a standard practice having a map v1, v2, v3, as your work progresses just in case some calamity, these copies of the map would allow you to easily jump back if needed?
Hopefully I’ve made this next part clear what I am trying to do.
Question 2: my current project includes a single map with Landscape Layers. When I paint on the map, there are Shared Asset files for that map, associated with the Material you are using that records your progress.
I think I’m running into issues where if I duplicate a Map and give it a new name say Map V2, everything works and looks the same as on V1, but the problem I’m seeing (perceiving?) is that Shared Asset files are still linked back to the V1 Map. Yet it seems to paint ok, but somehow I wonder if I’m screwing up the V1 Map or something else?
I’ve noticed when I set this up for the first time, the Engine auto creates a Shared Asset folder and offers to put the Shared Asset files there.
I hope there is a way when duplicating a map, and then changing it’s name, that a new Shared Asset folder and files would be created for the new version of the map, but I’m not seeing that. Instead, it appears that the Shared Assets are still pointing back to the shared asset files in the V1 map.
I’m using the same material for both versions o the map. I tried to duplicate the Shared Asset files, and place them in the new Shared Asset Folder I created for the new version of the map, but I have not discovered a way to make the Materials Layers, start writing to the Shared Assets files associated with the new version of the map.
Any ideas or is there a better way to do this?
Thanks!