Unreal Project Structure¶
Content Root¶
Long-term project content should live under:
Recommended structure:
Content/
Andromeda/
Blueprints/
Core/
Interactables/
Items/
Station/
Tools/
UI/
Maps/
Materials/
Meshes/
Data/
Audio/
VFX/
Developer/
Template content may remain outside this folder during early development. New Andromeda-specific assets should not be placed at the root of Content/.
Source Layout¶
Project C++ code lives under:
As systems grow, prefer feature folders such as:
Keep the first implementation modest. Add folders when they clarify ownership.
Initial Gameplay Classes¶
Expected early classes:
IAndromedaInteractableInterfaceUAndromedaInteractableComponentAAndromedaSalvageItemAAndromedaScannerAAndromedaBlastDoorAAndromedaStoragePackageAAndromedaUtilityCartUAndromedaSalvageItemDataUAndromedaScanResultWidgetUAndromedaShiftResultWidget
Not every class needs to exist immediately. Add them as the vertical slice requires them.
Maps¶
The first project-specific prototype map should live under:
Candidate map name:
The first map should be a salvage bay blockout, not a full station.
Blueprint Asset Names¶
Blueprint asset names should describe their gameplay role within Content/Andromeda.
Current core assets:
Content/Andromeda/Blueprints/Core/BP_PlayerCharacter
Content/Andromeda/Blueprints/Core/BP_PlayerController
Content/Andromeda/Blueprints/Core/BP_SalvageBayGameMode
Station fixtures live under:
Use Blueprints/Tools/ for player-carried or handheld tools later. Fixed station machinery such as scanners, blast doors, terminals, tagging benches, package storage fixtures, and utility carts should live under Blueprints/Station/.
External Actors and Objects¶
Unreal may create Content/__ExternalActors__ and Content/__ExternalObjects__ for maps that use external actor storage. These are real map-related assets and should be committed when the corresponding map is committed.
Do not manually rename or reorganize external actor/object files outside Unreal.
Cleanup Policy¶
Do not delete template content aggressively before the Andromeda scaffold has replacements.
When removing template assets, use a deliberate cleanup pass:
- Confirm project-specific map and player flow work.
- Check references in Unreal.
- Delete through the editor when possible.
- Fix redirectors.
- Commit cleanup separately.