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.
Menu
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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