Actor Organization in Levels¶
This page describes the general organization of assets in a level so things are standardized.
Levels should have a root folder that is named after the level. All other folders are inside this one. Below are some pretty standard folders you might have. Not all levels will have these folders. for example, Architecture will usually be in Far, and not Farthest. Exceptions will sometimes be made.
- [Level Name]: This is the root folder and will have the same name as the level. This will make finding assets easier if you have multiple islands open and keeps things organized.
[Lighting]: Right now only Farthest and Far levels have this folder. All IBLs and any potential point lights should go in here. It’s okay to have more folders inside here if you want to keep certain type of IBLs/lights together. [PostProcess]: PP volumes for a particular level. This includes the clutter BP volumes. [ProxyChildren]: Typically only farthest levels have this folder or any levels that will have a proxy mesh generated. Right now only the farthest levels have this folder. Assets in this folder will eventually be converted to proxy meshes. For more complicated levels this folder my be split up further into separate groups based on different quadrants of the level.[LargeRocks]: Large deco rocks should go here that will eventually be part of a proxy mesh. [Misc]: Any assets that will be part of a proxy mesh that are not rocks (Sunken ships, giant statues, etc)
[Architecture]: Various architecture assets can go in here. It’s okay to have various subfolders in here. [Sounds]: Any SFX should go in here. It’s okay to have various subfolders in here. [VFX]: Any VFX should go in here. It’s okay to have various subfolders in here. [BP]: Various blueprints can go here. It’s okay to have various subfolders in here.