Wiki » History » Version 1
Malek chrifi alaoui, 12/01/2025 03:03 PM
| 1 | 1 | Malek chrifi alaoui | 📁 Unreal Engine 5 – Folder Structure Documentation |
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| 2 | |||
| 3 | Project Wiki – Folder Overview & Best Practices |
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| 4 | |||
| 5 | 📝 Introduction |
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| 6 | |||
| 7 | This document provides an overview of the folder structure used in our Unreal Engine 5 project. |
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| 8 | A clean and consistent folder structure is essential for: |
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| 9 | |||
| 10 | Faster navigation & better team collaboration |
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| 11 | |||
| 12 | Avoiding duplicated assets |
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| 13 | |||
| 14 | Cleaner packaging & smaller build sizes |
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| 15 | |||
| 16 | Easier debugging and tracking of references |
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| 17 | |||
| 18 | Ensuring assets follow Unreal Engine best practices |
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| 19 | |||
| 20 | The structure shown here is based on the default UE5 Starter Content but adapted to our workflow. |
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| 21 | |||
| 22 | 📂 Folder Overview |
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| 23 | |||
| 24 | Below is a description of the main folders visible in the Content Browser. |
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| 25 | |||
| 26 | StarterContent/ |
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| 27 | |||
| 28 | This folder contains example assets provided by Epic Games. |
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| 29 | These are often used for prototyping, testing levels, and quickly adding placeholder content. |
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| 30 | |||
| 31 | Subfolders: |
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| 32 | Architecture/ |
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| 33 | |||
| 34 | Contains structural meshes used for building environments, such as: |
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| 35 | |||
| 36 | Walls |
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| 37 | |||
| 38 | Floors |
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| 39 | |||
| 40 | Stairs |
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| 41 | |||
| 42 | Columns |
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| 43 | |||
| 44 | Modular building pieces |
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| 45 | |||
| 46 | Useful for quick level layout and testing gameplay spaces. |
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| 47 | |||
| 48 | Audio/ |
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| 49 | |||
| 50 | Includes sound cues and audio files, such as: |
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| 51 | |||
| 52 | Footsteps |
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| 53 | |||
| 54 | Ambient loops |
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| 55 | |||
| 56 | Sound effects |
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| 57 | Be mindful of file size and file format; always import audio as .wav. |
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| 58 | |||
| 59 | Blueprints/ |
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| 60 | |||
| 61 | Contains basic Blueprint actors. |
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| 62 | Good for learning logic flow or using simple ready-made systems. |
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| 63 | |||
| 64 | HDI/ |
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| 65 | |||
| 66 | This folder contains HDRI maps for lighting setups. |
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| 67 | Used to create realistic skylight reflections and ambient lighting. |
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| 68 | |||
| 69 | Maps/ |
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| 70 | |||
| 71 | Includes example levels. |
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| 72 | A safe place to test assets or lighting without affecting the main project. |
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| 73 | |||
| 74 | Materials/ |
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| 75 | |||
| 76 | Contains material assets such as: |
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| 77 | |||
| 78 | Base materials |
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| 79 | |||
| 80 | Material instances |
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| 81 | |||
| 82 | Texture references |
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| 83 | |||
| 84 | Always keep materials organized to avoid duplicated or unused shaders. |
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| 85 | |||
| 86 | Particles/ |
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| 87 | |||
| 88 | Particle systems located here include: |
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| 89 | |||
| 90 | Fire |
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| 91 | |||
| 92 | Smoke |
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| 93 | |||
| 94 | Explosion samples |
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| 95 | Used as placeholders before creating custom Niagara systems. |
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| 96 | |||
| 97 | Props/ |
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| 98 | |||
| 99 | Contains 3D models used as decoration or environmental details. |
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| 100 | Common examples: |
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| 101 | |||
| 102 | Barrels |
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| 103 | |||
| 104 | Chairs |
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| 105 | |||
| 106 | Small objects |
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| 107 | Make sure props follow the correct naming and pivot orientation guidelines. |
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| 108 | |||
| 109 | Shapes/ |
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| 110 | |||
| 111 | Primitive meshes such as: |
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| 112 | |||
| 113 | Cube |
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| 114 | |||
| 115 | Sphere |
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| 116 | |||
| 117 | Cylinder |
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| 118 | Used for blockout or fast prototyping. |
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| 119 | |||
| 120 | Textures/ |
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| 121 | |||
| 122 | All texture files used within starter materials and props. |
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| 123 | Make sure: |
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| 124 | |||
| 125 | Textures follow power-of-two resolution |
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| 126 | |||
| 127 | Naming conventions match (e.g., T_Wood_01_D) |
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| 128 | |||
| 129 | No unused or duplicate textures stay in the project |
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| 130 | |||
| 131 | 🧩 Why Folder Structure Matters in UE5 |
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| 132 | |||
| 133 | A clean directory system is not optional—it is critical for healthy long-term development. |
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| 134 | Here’s why: |
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| 135 | |||
| 136 | ✔ 1. Asset References Stay Intact |
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| 137 | |||
| 138 | Moving folders incorrectly breaks references. |
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| 139 | Using a structured layout reduces the chance of broken links. |
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| 140 | |||
| 141 | ✔ 2. Faster Development |
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| 142 | |||
| 143 | Artists, level designers, and programmers can quickly find the assets they need. |
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| 144 | |||
| 145 | ✔ 3. Cleaner Source Control |
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| 146 | |||
| 147 | Tools like Git, Perforce, or PlasticSCM handle changes better when folders are organized. |
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| 148 | |||
| 149 | ✔ 4. Efficient Packaging |
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| 150 | |||
| 151 | UE5 packages only assets referenced by your maps. |
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| 152 | Random or duplicate assets increase package size and load times. |
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| 153 | |||
| 154 | ✔ 5. Better Team Collaboration |
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| 155 | |||
| 156 | Everyone follows the same structure, reducing confusion and errors. |
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| 157 | |||
| 158 | 💡 General Best Practices |
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| 159 | |||
| 160 | Never rename or move assets after they’re used in a level without the UE Editor (avoid broken references). |
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| 161 | |||
| 162 | Use consistent naming conventions (e.g., SM_ for static meshes, BP_ for blueprints, etc.). |
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| 163 | |||
| 164 | Group similar assets together to avoid bloated root directories. |
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| 165 | |||
| 166 | Keep StarterContent separated from your project’s custom content. |
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| 167 | |||
| 168 | Remove unused content to keep the project clean. |
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| 169 | |||
| 170 | Use Collections for temporary sorting—don’t use them as actual folders. |
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| 171 | |||
| 172 | 📘 Conclusion |
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| 173 | |||
| 174 | A well-maintained folder structure is essential for an efficient UE5 workflow. |
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| 175 | Following the guidelines above ensures the project remains scalable, understandable, and easy for any team member to work in. |