Processed assets are not layers yet
A completed source task creates an asset on the project. The Editor must import that asset before it becomes visible and editable as a layer. This separate step lets a project retain processed alternatives without silently replacing the current map.
When an import prompt appears, compare each asset name, source type, date, and current project selection. Import only the source you intend to make part of the editable project.
Import terrain
Choose Terrain in the import prompt and confirm. The Editor creates a source terrain for reference and a working terrain for sculpting and terrain modifiers. Perform edits on the working terrain; exports use the current edited result required by the game workflow.
After import, turn other overlays off briefly and inspect the entire terrain for missing tiles, unexpected flat areas, spikes, and edge direction. Correct a bad source task or selection before applying global operations.
Import vectors with a mapping collection
Choose the vector asset, then choose a compatible Vector Mapping collection. Read the preview: it lists which source tags become layers and categories, the output geometry types, and feature counts. Confirm only when the mapping matches the project game and the data you want.
After import, open Layers and Objects. Spot-check an asymmetric area with connected roads, buildings, water, and land-use boundaries. A mapping decides classification, not whether every source feature is geometrically correct.
Import imagery and raster data
Choose Imagery or another processed raster in the prompt and confirm. Reference imagery drapes over the terrain and is useful for tracing. Editable game rasters use their template encoding: indexed rasters expose named values, while continuous rasters expose values from 0 to 255.
Use View Options -> Textures to compare the reference with vector and terrain results. Imagery is usually a guide, not the final ground material exported to the game.
After source data is reprocessed
A new provider or upload task can make a newer asset the project selection, but the existing Editor layers still contain the previously imported baseline. Open Reimport in the Editor header to see the available current sources and choose the one that must replace its imported data.
Before confirming, read the warning and review anything derived from the old layer: edited geometry, feature assignments, modifiers, road styles, islands, model placements, and raster masks. Reimport can invalidate or remove work whose targets existed only in the previous baseline.
After reimport, verify layer counts, categories, bounds, road connections, saved assignments, and the exact problem the reprocessing was meant to solve. Create a project version before a high-impact replacement when the tier supports versions.