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.