Clean Folder Structure (Editor)
Organizing your Unreal Engine project is one of the most underrated things you can do to stay productive and avoid chaos as your game grows.
Hereβs a clean and maintainable folder structure that works great for both solo developers and teams. Itβs battle-tested and follows industry best practices.
π Folder Structureβ
This goes inside your Content
folder:
Content/
β
βββ Art/
β βββ Characters/
β βββ Environments/
β βββ Props/
β βββ UI/
β
βββ Blueprints/
β βββ Player/
β βββ Characters/
β βββ GameModes/
β βββ Interfaces/
β βββ Misc/
β
βββ AI/
β βββ Controllers/
β βββ BehaviorTrees/
β βββ Tasks/
β βββ Services/
β βββ Decorators/
β
βββ Maps/
β βββ Menus/
β βββ Levels/
β βββ Testing/
β
βββ Materials/
β βββ Master/
β βββ Instances/
β βββ Functions/
β βββ Textures/
β
βββ Meshes/
β βββ Characters/
β βββ Environments/
β βββ Props/
β βββ Vehicles/
β
βββ Animations/
β βββ Characters/
β βββ Montages/
β βββ Blendspaces/
β
βββ Audio/
β βββ Music/
β βββ SFX/
β βββ VO/
β
βββ UI/
β βββ Widgets/
β βββ Fonts/
β βββ Textures/
β
βββ FX/
β βββ Particles/
β βββ Niagara/
β βββ Decals/
β
βββ Core/
β βββ DataAssets/
β βββ Enums/
β βββ Structs/
β βββ Functions/
β
βββ Input/
β βββ Actions/
β βββ Contexts/
β
βββ Systems/
β βββ Abilities/
β βββ Inventory/
β βββ Weapons/
β βββ Items/
β
βββ Editor/
β βββ Blutilities/
β βββ Scripts/
β βββ Tools/
β
βββ Dev/
βββ [YourName]/
βββ Sandbox/
π§ Breakdownβ
Artβ
External content and artist-friendly folders. Put concept art, references, and high-poly models here.
Blueprintsβ
All game logic implemented with Blueprints. Organized into categories like Characters, Player, GameModes, Interfaces, and Misc.
AIβ
AI-related assets and logic. Includes behavior trees, blackboards, services, tasks, decorators, perception data, and AI controllers.
Mapsβ
Main levels, test levels, and menus β all organized for clarity.
Materialsβ
Split between Master
, Instances
, and Functions
to make scaling easier.
Meshesβ
Static Meshes and Skeletal Meshes. Organized by category like environment or props.
Animationsβ
Keep blendspaces, montages, and sequences tidy by character or category.
Audioβ
Separate voice lines, SFX, and music for easy audio pipeline control.
UIβ
Widgets, textures, and fonts for HUDs, menus, and UI elements.
FXβ
Visual effects, particle systems, and decals go here β use Niagara for future-proofing.
Coreβ
Contains project-wide foundational assets such as global Enums, Structs, Function Libraries, and Data Assets.
Systemsβ
Contains modular, self-contained gameplay systems such as Inventory, Abilities, Items, and Interaction.
Editorβ
Tools, utility widgets, scripts, config files. Never used in runtime.
Devβ
For developer sandboxes, experiments, and WIP content β keep it outside your shipping build.
βοΈ Naming Conventionsβ
- Blueprints:
BP_
(e.g.BP_PlayerCharacter
) - Widgets:
W_
(e.g.W_InventoryMenu
) - Materials:
M_
,MI_
(Material Instance),MF_
(Function) - Static Meshes:
SM_
, Skeletal Meshes:SK_
- Sounds:
SFX_
,BGM_
,VO_
- Animations:
AS_
(AnimSequence),AM_
(AnimMontage),BS_
(Blendspace) - DataAssets:
DA_
(DataAsset) - Enums:
E_
(Enumeration),EMyEnum
(Enumeration) - Structs:
F_
(Structure), orFMyStruct
(Structure) - Interfaces:
I_
(Interface), orIMyInterface
(Interface)
β Best Practicesβ
- Keep editor-only content isolated in the
Editor/
folder to avoid packaging it. - Use Editor Utility Widgets to automate organization and bulk operations.
- Consider feature plugins if you're building large modular systems.
- Keep
Dev/
out of version control or builds. - Clean unused assets regularly using the reference viewer.
A well-structured project makes debugging easier, improves iteration speed, and reduces onboarding time for collaborators. Set it up right from the start β future you will thank you.
Got a better structure or plugin-friendly setup? Drop it in the comments!