project-structure

Configure Unreal Engine project descriptors, folder layout, and config file hierarchy.

1|Updated Sep 6, 2026
One-click install
npx skills add https://github.com/ziyarduc/Baran-bk-game --skill project-structure-ziyarduc
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: project-structure
Source: https://github.com/ziyarduc/Baran-bk-game/tree/main/.agents/skills/project-structure
Command: npx skills add https://github.com/ziyarduc/Baran-bk-game --skill project-structure-ziyarduc

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Unreal Engine projects fail to open with the wrong engine version, lose settings because edits land in Saved/ instead of Config/, or bloat repositories with generated binaries. This Skill explains the .uproject descriptor, the standard folder layout, and the config .ini hierarchy so you can navigate, configure, and source-control a UE project correctly. ## Core Features & Use Cases - .uproject Descriptor Editing: Add or remove modules, enable plugins, and set EngineAssociation values (launcher version, GUID, relative path, or empty) with full FProjectDescriptor/FModuleDescriptor schema references. - Config System Mastery: Edit Config/Default*.ini files with correct section syntax, array operators (+, ., -, !), UPROPERTY(config) auto-binding, and GConfig C++ access patterns. - Source Control Setup: Distinguish authored folders (Config/, Content/, Source/) from generated ones (Binaries/, Intermediate/, Saved/) with a complete .gitignore and Git LFS recipe for binary .uasset files. - Use Case: A teammate reports the project opens with the wrong engine version. Use this Skill to diagnose the EngineAssociation field and fix it with UnrealVersionSelector. ## Quick Start Ask the assistant to explain why your Unreal project opens with the wrong engine version and how to fix the EngineAssociation in your .uproject file.

Frequently Asked Questions about project-structure

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

FAQPage Schema
How do I fix an Unreal project opening with the wrong engine version?▼

The EngineAssociation field in the .uproject file controls which engine opens the project. Update it with the launcher or run UnrealVersionSelector.exe /switchversion MyGame.uproject to set the correct version string, GUID, or relative path.

What folders should I commit to Git for an Unreal Engine project?▼

Commit the .uproject file, Config/, Content/, Source/, and plugin Source/Content folders. Ignore Binaries/, Intermediate/, DerivedDataCache/, and Saved/ since they are generated. Use Git LFS for binary .uasset and .umap files.

How do Unreal Engine config ini files work?▼

Settings cascade from engine Base.ini files through your project's Config/Default*.ini to per-user overrides. Sections use [/Script/ModuleName.ClassName] headers, and array keys support +, ., -, and ! operators to control merging across hierarchy layers.

Why is my Unreal config change not applying?▼

You likely edited Saved/Config/ instead of Config/Default*.ini. Saved/ contains per-machine runtime overrides that are not committed to source control, so teammates never see the change. Always make persistent settings in Config/Default*.ini.

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

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

How do I read config values from C++ in Unreal Engine?▼

Use UPROPERTY(config) on a UCLASS(config=Game) member for automatic binding from DefaultGame.ini, then access it via GetDefault<UMySettings>(). For arbitrary keys, call GConfig->GetInt or similar typed getters with the section name and GGameIni.