DCCs aren’t designed for data aggregation or organization or multiple production requirements of multiple disciplines and their data into a centralized framework etc etc.
Data organization: UGS (UnrealGameSync), an external GUI that synchronizes and builds Unreal projects.
DCC-based versioning and manual versioning is manual and error-prone. Shotgrid doesn’t solve asset and version management. With UGS & Perforce File Checkout, check-in and change history are all taken care of.
Source control for all files is with P4V. UGS is a wrapper for perforce to provide a seamless experience in managing data for UE.
Output target: composited layers vs. Final Pixel