Hi!
I’m a UE Generalist/Technical Artist. For UE leads and environment artists, managing and assembling the level hierarchy for each environment can often be tedious and complex. You have to add, duplicate, and configure visibility settings for every new sublevel in the hierarchy. This plugin is designed to streamline this routine work and manage the environment creation process. It combines Python, Blueprints, and C++ logic, and its key advantage is portability — it can easily be transferred from one project to another.
It works by letting you define your desired folder structure—specifically, specifying the root folder for your environments and their sub-folders—ensuring the project's overall hierarchy remains consistent.
The user can immediately see which environments already exist in the project, providing a clear picture of the current assembly stage.
Next, the user creates a new environment via a Utility Widget; the environment comes pre-configured with standard sublevels, though these can be modified or disabled. The user enters prefixes and suffixes for the new level, as well as names for any additional sublevels if needed.
The system includes automated QC checks and fixes for invalid characters (such as commas, spaces, periods, etc.). It also checks for existing environments and issues warnings if necessary.
All sub-levels are organized into sub-folders within both the project structure and the main level hierarchy.
C++ code customization was required to enable the grouping of sublevels into folders within the main level's hierarchy.
If you need a plugin like this, or something similar — feel free to get in touch.