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Unreal Source File Management

polycounter lvl 13
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csprance polycounter lvl 13
My company has recently started a project using Unreal Engine. We're all CRYENGINE vets so we're trying to come to grips with Unreal on the fly.

So far it's been excellent but we want to make sure the workflow we've established will not run into any issues in the future.

One of the problems we're trying to figure out now is how to manage our source files and game assets.

In CRYENGINE we would create a folder inside the asset folder named _source and then just dump any maya or max source files into it. This file would be excluded from the build. The reason for this is because we may outsource assets and need to make a change to this file in the future. So it's nice to be able to keep the source files and the game assets in the same place. This way if anything needs to be changed it's a simple matter of opening the asset folder, changing the file, re-exporting the game asset and importing it into Unreal. Leaving source files in the p4 repo causes them to try and be reimported each time on every other artists/programmers machines when they pull the latest changes from p4.

With unreal engine this gets a little tricky because it seems to want to reimport the files any time they're left in the Content folder.

Is there some sort of best practice to keeping source files and game asset files together in Unreal Engine.

We use p4 as a version control system if that means anything.
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