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Project Notes: Structure and Workflow in Unreal
File Structure and Extensions
- The primary file extension for Unreal Engine is
.uasset
.
- Projects should be downloaded in the Nanite version.
Customization and Asset Import
- Creating actors and materials for the customization of default primitives.
- Importing ready-made assets from Quixel Bridge (which will transition to the Fab platform in the future) and integrating them into Unreal.
Levels and Sublevels
- Working in Levels and Sublevels: Essential for creating environments. Sublevels are useful for scenarios like day and night cycles.
- Example: (Windows → Levels → Sublevels → Moving Actors Across Levels). Refer to the DMX Pervis Sample for guidance on levels.
- Industry Rules:
- Keep the Outliner clean.
- The master level is where everything comes together. Collaborative work within a group should be managed on sublevels.
Content Browser
- Starter Content Pack: Add via “Add Feature and Content.”
- Quixel Bridge: Access via the cube icon in the navigation bar.
- Materials: Create, edit, and apply to actors.
- Merging Actors: Combine actors and save them as new assets in a folder. Useful for creating repetitive parts of scenes or recursive areas.
- Nanite: Ensure the project is optimized using this feature.
Levels Workflow
- Add the Levels tab from the Window menu and place it next to the Details panel.
- Do the same for the World Partition Editor, World Settings, and Layers.
- Create a new level in the Content Browser and save it in your project folder.
- Set up a Subclass folder in your main folder to organize and save sublevels.
World Selection and Terrain
- Use the World Partition system to work on partitions instead of the entire worldview.
- UV Map Selection:
- Use
Ctrl + A
to select the entire UV map, then manually select areas on the grid.
- Terrain Creation:
- Use sculpting tools within the Landscape Mode to create custom terrains.