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Content organization

This page defines the intended Content/ organization before the team begins regular engineering work. Use it as the plan for cleanup PRs. Do not move or delete .uasset or .umap files by hand in Explorer; use Unreal Editor, Unreal MCP, or an editor utility so redirectors and references can be fixed.

Principle

Organize by project ownership and feature, not by department.

A folder should answer: "what part of the game owns this?" not "which discipline made this?" Art, Blueprint, data, VFX, audio, and UI assets can live together when they belong to the same feature. Department-style folders are still useful inside large imported packs or large feature folders, but they should not be the top-level structure for Rephrased-owned work.

Milestones should not become permanent root folders. Use milestone folders only for prototype/reference maps, such as pre-production work, because those maps explain decisions but are not the production source of truth.

Target structure

Path Use
Content/Rephrased/Core/ Shared project systems: game modes, player controllers, base Blueprint classes, input, shared UI.
Content/Rephrased/Gameplay/Runes/ Rune data, rune actors, calculators, slots, effect components, and merge recipes.
Content/Rephrased/Gameplay/PuzzleDevices/ Clock, observatory, and future runeable puzzle devices.
Content/Rephrased/Maps/ Current production or team-default maps only.
Content/Rephrased/Prepro/ Pre-production reference maps and prototypes. This includes PreProRuneShowcase, PreProductionPresentation, PreProPresentation_End, and Lvl_Sample_Migrate.
Content/Rephrased/Archive/ Old demo/test maps and assets retained for reference only. Engineers should not build new work from this folder.
Content/Rephrased/Characters/ Project-owned character assets. Final naming waits for the art bible / art lead.
Content/Rephrased/Environment/ Project-owned environment assets. Final naming waits for the art bible / art lead.
Content/Rephrased/UI/ Project-owned widgets, HUD, menus, and UI materials.
Content/Rephrased/Audio/ Project-owned music and sound cues.
Content/Rephrased/MaterialLibrary/ Shared master materials and material functions used by multiple features.
Content/Imports/ Third-party or downloaded source packs kept isolated, such as CrimsonDesert, Fab packs, Stylish Fire VFX, Vefects, and any raw marketplace/demo content.
Content/Developers/<Name>/ Personal scratch space and each engineer's first-day playground map. Nothing here is required by production maps.

Naming source of truth

The art bible now defines the baseline asset prefixes for art-facing assets:

Type Prefix
Concept C_
Static Mesh SM_
Skeletal Mesh SK_
Master Material M_
Material Instance MI_
Material Function MF_
Blueprint BP_
Niagara System NS_
Decal DEC_

Use those prefixes for new assets. Do not bulk-rename existing art assets until the art bible is finalized and the art lead approves a cleanup pass. Engineering-owned assets can be renamed earlier if the move is done through Unreal and verification passes.

Current sandbox and playground rule

PreProRuneShowcase is the current pre-production rune sandbox. It reflects the active pre-production interaction plan and is the safe reference map for first-day verification.

Every engineer should create their own personal playground map on day one by duplicating PreProRuneShowcase into Content/Developers/<Name>/. Suggested name: LV_<Name>_Playground. Use the playground for experiments, reproduction steps, and learning the rune loop. Do not edit PreProRuneShowcase directly unless the task is explicitly about the shared sandbox.

Cleanup order

  1. Update docs and default-map wording from Rune Showcase to PreProRuneShowcase where the text means the current sandbox.
  2. Move maps into Maps, Prepro, or Archive using Unreal tools.
  3. Move imported packs under Content/Imports/ without flattening their internal structure.
  4. Move engineering-owned Rephrased systems under Content/Rephrased/Core/ and Content/Rephrased/Gameplay/.
  5. Fix redirectors and update config references.
  6. Run reference checks, build, and Play In Editor on PreProRuneShowcase.
  7. Only after verification, propose delete candidates for unused imports/assets.

Deletion rule

Do not delete art or downloaded packs just because they look unused. Delete only when all are true:

  • Unreal asset referencers are empty.
  • The asset is not part of the current art bible direction or a named reference pack.
  • No production/prepro map depends on it.
  • The cleanup PR lists the deletion explicitly.

Change history

  • 2026-08-27 - Gabriel Li - Added content organization plan, first-day playground rule, import isolation policy, and art bible prefix baseline.