Map Development General Questions

Sorry for dragging this discussion out, but I want to be sure I understand the mechanics of UE in the circumstances I am describing.

I’ve noticed if I duplicate a map without layers painted on it. And then apply layers (by way of a material) , each new map will produce it’s own Shared Assets files for each layer in a folder named after the map. So maybe the way I am approaching this is not the best way, short of duplicating and archiving the entire project. Is there a better way? Or is the better way duplicating the entire project?

Anyway, If I duplicate a map that already has layers applied, v1 is the original, and v2 is the duplicate. The V2 map will still rely on the original Shared Assets Folder. I’m just not sure how good of a situation that is.

The idea behind me duplicating the map is for progression of the project and I want to keep the original map so I can revert to it if I need to. So both of these maps seem to share the same shared asset files.

Now in v2 of the map, I decide I want to alter the material, so I duplicate the material, give it a new name, and then apply the new material to the map v2. Then I proceed to alter the material and paint layers in the v2 map.

So the shared asset folder being used by both maps can distinguish between what I’m doing in the 2 different maps? I think I’ve observed with what I am doing by duplicating maps, altering a material, then add a layer to that material, you could end up in a situation where a map might be relying on 2 different Shared Asset folders. At least that is my impression. :smiley:

If for some reason, I want to revert back to the original map, is there a point by virtue of both of these maps relying on the same shared asset files, that something for the original map will be screwed up?

Maybe it would be better if I just duplicate the entire project and archive the older version.
Thanks!