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Malek chrifi alaoui, 12/01/2025 03:03 PM

1 1 Malek chrifi alaoui
📁 Unreal Engine 5 – Folder Structure Documentation
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Project Wiki – Folder Overview & Best Practices
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📝 Introduction
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This document provides an overview of the folder structure used in our Unreal Engine 5 project.
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A clean and consistent folder structure is essential for:
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Faster navigation & better team collaboration
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Avoiding duplicated assets
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Cleaner packaging & smaller build sizes
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Easier debugging and tracking of references
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Ensuring assets follow Unreal Engine best practices
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The structure shown here is based on the default UE5 Starter Content but adapted to our workflow.
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📂 Folder Overview
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Below is a description of the main folders visible in the Content Browser.
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StarterContent/
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This folder contains example assets provided by Epic Games.
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These are often used for prototyping, testing levels, and quickly adding placeholder content.
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Subfolders:
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Architecture/
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Contains structural meshes used for building environments, such as:
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Walls
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Floors
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Stairs
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Columns
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Modular building pieces
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Useful for quick level layout and testing gameplay spaces.
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Audio/
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Includes sound cues and audio files, such as:
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Footsteps
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Ambient loops
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Sound effects
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Be mindful of file size and file format; always import audio as .wav.
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Blueprints/
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Contains basic Blueprint actors.
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Good for learning logic flow or using simple ready-made systems.
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HDI/
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This folder contains HDRI maps for lighting setups.
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Used to create realistic skylight reflections and ambient lighting.
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Maps/
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Includes example levels.
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A safe place to test assets or lighting without affecting the main project.
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Materials/
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Contains material assets such as:
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Base materials
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Material instances
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Texture references
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Always keep materials organized to avoid duplicated or unused shaders.
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Particles/
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Particle systems located here include:
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Fire
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Smoke
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Explosion samples
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Used as placeholders before creating custom Niagara systems.
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Props/
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Contains 3D models used as decoration or environmental details.
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Common examples:
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Barrels
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Chairs
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Small objects
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Make sure props follow the correct naming and pivot orientation guidelines.
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Shapes/
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Primitive meshes such as:
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Cube
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Sphere
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Cylinder
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Used for blockout or fast prototyping.
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Textures/
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All texture files used within starter materials and props.
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Make sure:
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Textures follow power-of-two resolution
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Naming conventions match (e.g., T_Wood_01_D)
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No unused or duplicate textures stay in the project
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🧩 Why Folder Structure Matters in UE5
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A clean directory system is not optional—it is critical for healthy long-term development.
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Here’s why:
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✔ 1. Asset References Stay Intact
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Moving folders incorrectly breaks references.
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Using a structured layout reduces the chance of broken links.
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✔ 2. Faster Development
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Artists, level designers, and programmers can quickly find the assets they need.
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✔ 3. Cleaner Source Control
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Tools like Git, Perforce, or PlasticSCM handle changes better when folders are organized.
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✔ 4. Efficient Packaging
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UE5 packages only assets referenced by your maps.
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Random or duplicate assets increase package size and load times.
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✔ 5. Better Team Collaboration
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Everyone follows the same structure, reducing confusion and errors.
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💡 General Best Practices
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Never rename or move assets after they’re used in a level without the UE Editor (avoid broken references).
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Use consistent naming conventions (e.g., SM_ for static meshes, BP_ for blueprints, etc.).
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Group similar assets together to avoid bloated root directories.
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Keep StarterContent separated from your project’s custom content.
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Remove unused content to keep the project clean.
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Use Collections for temporary sorting—don’t use them as actual folders.
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📘 Conclusion
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A well-maintained folder structure is essential for an efficient UE5 workflow.
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Following the guidelines above ensures the project remains scalable, understandable, and easy for any team member to work in.