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When checking foliage boxes to use to place foliage, UE4 always wants me to check out the file for each particular foliage, which actually has nothing to do with the level I’m working in. This is really annoying, as I’m always forced to simply make those files writable and then overwrite them when I get from perforce.
It’s doubly annoying when I have a variety of foliage placed in an area, and I want to delete all of it. It would be nice to simply check all the foliage type boxes and then run my brush over the area to remove all of them. However, doing so would trigger unreal to ask me to check out 25 foliage type files, so I am instead stuck trying to pick and choose which foliage types are in that area in order to delete them.
I hope this all makes sense. Thanks.
I’m not sure why there are so few search results for this. This is definitely driving me nuts. I’m working in an environment with several artists with 60+ foliage types now. Why does selecting or deselecting a foliage type to paint with have to checkout the file? That’s not data worth saving. The other artists on the team don’t care if I’ve been painting rocks and bushes while they are painting ferns and clovers. When I open unreal to paint I have to uncheck the ferns and clovers (asks me to check them out) and then check the rocks and bushes (asks me to check them out). If I decide to actually do what unreal is asking then my coworkers have to go through the opposite rodeo once I check files in.
Mario’s point is equally problematic. I open the editor and don’t know which of the 60+ foliage types were left checked and I want to paint a rock. I can either 1. Select all and uncheck (have to checkout all 60 assets) and then check the rock I want or 2. Manually scroll through all 60 assets looking for the ones that are checked to uncheck them (and check them out).
There has to be a better option here.