![]() In Premiere you drag video files into a clip bin, it makes its own local fast proxies of those videos, which are assembled into a timeline of many assets. I've come to realize that's a bad analogy, a better one is that its like Premiere. The first intuition with unreal is to treat it like Maya or Houdini. This isn't about how UE4 works under the hood, or the game loop or any of that, just how to approach the UI when starting out.
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