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Project Structure

Night Sky Engine's project structure may feel overwhelming at first glance. This page is designed to break down what each folder's intended use is.

Root folder

The intended filesystem for projects is to leave core implementation details in Content/NightSkyEngine, and put game-specific files in Content/<Project Name>.

Blueprints

As one would expect, this folder contains all of the Blueprints for the given folder. Additionally, gameplay-related data assets tend to reside in this folder. Note that Widget Blueprints should be stored elsewhere.

Battle

Universal battle elements, such as BP_NightSkyGameState and BP_NightSkyPlayerController, reside in this folder.

Characters

Character-related elements, such as states and pawns, reside in this folder. A subfolder should be created for each character.

CharaSelect

Character select-related elements, such as BP_NightSkyCharaSelectGameState, reside in this folder.

Universal menu elements, such as BP_MenuPlayerController, reside in this folder.

Transition

Used for network seamless loading.

VSInfo

Used for the versus screen during battle loading.

WT

Used for WT mode-related elements. Depending on your project needs, this folder may be deleted.

CharacterAssets

Visual and audio assets for characters reside in this folder. Make a new subfolder for each character.

Chara/Animations

For 3D characters, the character's animations should reside in this folder.

Chara/Audio

A character's audio should reside in this folder. There should be an SE folder for sound effects, and a Voice folder for voice lines.

Chara/Flipbooks

For 2D characters, the character's flipbooks should reside in this folder.

Chara/Materials

The character's materials, material instances, and textures should reside in this folder.

There should be a Base folder for common parts, and a ColorXX folder for each color, where XX is the color ID.

Chara/Meshes

For 3D characters, the character's meshes should reside in this folder.

Chara/Sprites

For 2D characters, the character's sprites should reside in this folder.

Chara/Particles

The character's particle effects should reside in this folder.

Chara/Textures

For 2D characters, the character's textures should reside in this folder.

Maps

All levels should reside in this folder.

Shared

Common assets, such as master materials, inputs, and others should reside in this folder.

UI

All UI elements, such as widget blueprints, should reside in this folder.

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Basics Collision Data and Cels: Tying Frame Data, Animations, and Hitboxes Together