- Documentation
- Locus
- Notes
Notes
Notes are searchable external records for project knowledge. Each Note has a title and body and can also contain tags and asset references.
Choose Shared or Private
Section titled “Choose Shared or Private”| Scope | Storage | Source-control behavior |
|---|---|---|
| Shared | <Project>/ProjectNotes/ |
Uses the active Unreal source-control provider when available |
| Private | <Project>/Saved/Locus/PrivateNotes/ |
Never queries or changes the provider |
The scope is determined by the storage root. Locus does not convert an existing Note between Shared and Private.
Create and organize Notes
Section titled “Create and organize Notes”Use New Note or Ctrl+N and choose a scope. Locus creates a unique default title, saves the Note, and starts title editing. Use New Folder or Ctrl+Shift+N to organize the tree.
Folders are a logical organization layer within a scope. Deleting a folder requires confirmation and moves its Notes and child folders to the parent instead of deleting the Notes. Drag Notes or folders to reorganize them within the same scope. Press F2 to rename a selected item and Ctrl+D to duplicate a selected Note.

Edit and save
Section titled “Edit and save”Select a Note to edit its title, body, tags, and asset references. Locus saves after a short editing delay. Press Ctrl+S to flush pending changes immediately or retry a failed save.
The default Readable presentation displays asset references as labels. Source presentation exposes their authored token form. Change the default, font size, and word wrapping in Settings.
Find Notes
Section titled “Find Notes”Text search matches titles, bodies, tags, asset labels, and asset object paths. Combine it with scope, tag, or selected-asset filters. Multiple selected tags use AND matching and tag matching is case-insensitive.
Use the Content Browser context action Show Related Project Notes to filter for the selected asset. Create Project Note creates a Shared or Private Note associated with Content Browser context.
Asset references
Section titled “Asset references”Insert an asset reference with the @ picker or by dropping a supported asset into the editor. The reference keeps a stable object path and a readable label. You can locate or open a valid referenced asset from the Note. Missing or malformed references remain visible for diagnosis rather than silently disappearing.
Recovery and external changes
Section titled “Recovery and external changes”Recovery snapshots are stored separately from the authoritative Note:
- Shared recovery:
<Project>/Saved/ProjectNotes/Recovery/ - Private recovery:
<Project>/Saved/Locus/Recovery/PrivateNotes/
When recovery is available, review it before choosing Restore, Restore as New Note, or Discard. If a file changes outside Locus while you have unsaved edits, Locus blocks a silent overwrite and offers safe actions such as reloading disk, saving the local text as a new Note, copying local text, or comparing both versions. A clean externally changed Note refreshes from disk.
Delete Notes
Section titled “Delete Notes”Deleting selected Notes requires confirmation and permanently removes their external files; Unreal’s undo system cannot restore them. When source control is active, Locus refuses unsafe deletion states such as another user’s checkout, an out-of-date file, or a status it cannot verify.
Source control and Local Mode
Section titled “Source control and Local Mode”Private Notes always remain provider-neutral. A Shared Note can be checked out automatically when opened for editing. A new Shared Note is written locally first and then marked for add; if that provider operation fails, the valid local file remains and the action can be retried.
With no active provider, Shared Notes remain editable in Local Mode. Locus does not submit, sync, manage changelists, or change repository typemaps. See Source Control and Troubleshooting.
Current limitations
Section titled “Current limitations”- Note organization stays within its existing Shared or Private scope.
- Asset references do not load assets merely to list or search Notes.
- Source-control support is limited by the active Unreal provider and its reported file state.