I absolutely love that you guys decided to go with one asset per actor instead of the level being one file. Love it. Not sure if its important at this stage, but for our visibility when committing changes made inside a level, would be nice if what we add (actor name) is somehow mentioned in the .uasset created for them, so we know what that addition is and whether is good for the project.
Bumping this because it’s essential for collaboration. Anything you place in the level has to have some identifiable name so we can identify its changes within source control.
This affects all source control systems. There are conflicts, assets being brought back by collaborators that did not update to HEAD when working, and cases where we forgot to press “Save All” after working on the project (because autosave is not working) where we could have identified the issue before committing if we saw the actor names instead of the Package Short Names being displayed:
The only thing I understand from this is the bottom 2 lines, because it refers to an asset that was changed from content browser. Would love to have the same for actors in the scene as well, would help debug and abolish so many bugs and improve collaboration a lot.
This would be super useful for us as well. We are using Plastic SCM and it’s difficult to know what’s being checked in.
If you use Source Control integration in the UEFN editor, you should be able to see the real Actor names in the changelist view there. Is that not available for the SCM system you are using?