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Project Impact & Dependencies

Using Locus does not make your game depend on Locus. It is an Editor-focused plugin: normal Locus use does not require gameplay or runtime code to depend on it, and gameplay assets and maps do not need to reference Locus classes just because a team uses Locus.

Locus Notes, Pins, and Documents are workspace data rather than ordinary gameplay assets. Documents beneath the reserved ProjectDocuments/Content/ namespace are projected into matching /Game contexts; they remain external Markdown files, not UAssets, packages, or redirectors. The Locus Content Browser branch is a sparse view derived only from those mapped Documents and their required ancestors, not a mirror of the Asset Registry folder tree. Documents are not automatically cooked into a game.

Workspace data stays separate from runtime dependencies

Section titled “Workspace data stays separate from runtime dependencies”

Locus stores Shared Notes, Shared Pins, shared Pin Snapshot images, and Documents in project-owned workspace roots. A team can include those files in its source-control workflow when appropriate. Private Notes, Private Pins, Private Pin Snapshots, recovery snapshots, and personal workspace preferences are stored beneath the project’s local Saved area.

These files are data kept alongside the project, not a runtime dependency. Disabling or removing Locus stops its Editor UI; it does not intentionally delete retained workspace data or add a Locus requirement to maps or packaged gameplay.

Before removing any plugin, back up the project and decide how the team will retain or archive its workspace data. Locus does not promise to remove Shared files from source control or local Saved data automatically. In particular, do not treat Saved as disposable while you rely on Private Notes, Private Pins, or recovery snapshots.

See Installation for data locations, Source Control for collaborative storage, and Privacy and Feedback for the local-data boundary.