Yeah it’s very confusing. In Maya/3ds max/Houdini/C4D if you need another scene you just hit ‘save as’ and incremental save and all the assets are copied while Scene 01 remains safe from any change made in Scene 02, you know the normal standard way of doing things (common sense) but in Unreal, somehow this doesn’t happen and it breaks the current very standard way of doing things, I really don’t understand the way of trying to reinvent the wheel while the wheel works just as it is (ala Blender). This is my logical understandable rant with working in Unreal.
Has someone figured out a way around these? what is the ‘right’ way of doing what I explained above? thanks