ue-project-structure

Configure Unreal Engine project structure, .uproject descriptors, config files, and source control.

55|5|Updated Mar 26, 2026
One-click install
npx skills add https://github.com/kevinpbuckley/unreal-engine-skills --skill ue-project-structure-kevinpbuckley
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ue-project-structure
Source: https://github.com/kevinpbuckley/unreal-engine-skills/tree/main/skills/core/ue-project-structure
Command: npx skills add https://github.com/kevinpbuckley/unreal-engine-skills --skill ue-project-structure-kevinpbuckley

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Unreal Engine projects have a strict folder layout, a JSON .uproject descriptor, and a layered .ini config system that confuse developers — leading to wrong engine versions opening projects, config changes that never apply, bloated repositories full of generated files, and broken module registration. This Skill provides the exact knowledge to navigate and configure all of it correctly. ## Core Features & Use Cases - Project Descriptor Management: Edit the .uproject file (FProjectDescriptor) including EngineAssociation values, Modules arrays with EHostType/ELoadingPhase, and plugin enable/disable entries. - Config System Mastery: Work with the Default*.ini hierarchy, array operators (+, -, ., !), UPROPERTY(config) auto-binding, and GConfig C++ API for reading and writing settings. - Source Control Setup: Distinguish authored folders (Config/, Content/, Source/) from generated ones (Binaries/, Intermediate/, Saved/) and produce correct .gitignore and Git LFS configurations. - Use Case: A teammate reports the project opens with the wrong engine version and their DefaultEngine.ini change isn't applying. Use this Skill to fix EngineAssociation via UnrealVersionSelector and move their edit from Saved/Config to Config/DefaultEngine.ini. ## Quick Start Ask the agent to explain or modify the .uproject file, Config/Default*.ini settings, module registration, or .gitignore for your Unreal Engine 5.8 project.

Frequently Asked Questions about ue-project-structure

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I change which Unreal Engine version opens my project?

Edit the EngineAssociation field in your .uproject file, or run UnrealVersionSelector.exe with the /switchversion flag. Use a version string like "5.8" for launcher installs, a GUID for source-built engines, or a relative path for engine submodules.

What folders should I gitignore in an Unreal Engine project?

Ignore Binaries/, Intermediate/, DerivedDataCache/, Saved/, .vs/, and per-plugin Binaries/ and Intermediate/ folders. Commit the .uproject, Config/, Content/, Source/, and plugin source/content. Use Git LFS for .uasset and .umap binary files.

Why is my DefaultEngine.ini change not applying in Unreal?

You may be editing Saved/Config instead of Config/Default*.ini — Saved/ holds per-machine overrides that are never committed. Also check the config hierarchy, since platform-specific and user ini files override Default*.ini values.

How do I register a primary game module in Unreal C++?

Call IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultModuleImpl, MyGame, "MyGame") in your module's .cpp file. Every C++ project needs exactly one primary module; additional modules use IMPLEMENT_MODULE instead.

How do config array operators work in Unreal ini files?

Unreal ini arrays support five operators: plain = replaces all then appends, + appends if absent, . appends unconditionally, - removes an exact match, and ! clears the array. These control how values merge across the config file hierarchy.

Does a Blueprint-only Unreal project have a Source folder?

No. A Blueprint-only project has no Source/ folder. Adding the first C++ class creates Source/ along with the Target.cs files, converting it into a C++ project that requires a primary game module.