It looks convenient, but I don’t think many game studios do this.
I didn’t work in game studios, my profession is related to architecture and construction, so I’ll tell you how we do it and why:
- there is a common piggy bank project, it is huge in it a bunch of pre-written logic, assets of materials, sounds, camera settings and everything that we need in work,
- next comes a test project of our future work, in which we build a future project, test various functions and which makes it easy to change anything in it,
- the final project in which we collect everything ready in which there is nothing superfluous. There are no unnecessary details, sounds, assets, materials and other garbage.
Why is that? Because your final project should be as clean as possible, working and taking up as little memory as possible. Unfortunately, engine failures sometimes occur, and the fewer components in your project, the easier it is to return it to a working state.
In the test version of the project, you can do anything, it is comfortable to try new things, explore theories and hypotheses. You are not afraid to lose it and create a new one.
In UEFN, you can easily migrate content using the migration feature. It’s simple and comfortable.