Unreal Engine 4.27 (UE4.27) has a similar modular structure to UE5, but there are key differences, such as the use of PhysX for physics instead of Chaos, different rendering systems, and a slightly different folder structure. Below is the UE4.27 Layer-Module-Source Code Mapping Table to help you navigate and modify the source code efficiently.


πŸ“Œ UE4.27 Layers, Modules, and Source Code Folder Mapping

Layer Module UE4.27 Source Code Location Key Files to Look At
Game Layer Game Code (C++, Blueprints) πŸ“ YourGame/Source/YourGame/ YourGameGameMode.cpp, YourGameCharacter.cpp
Β  Asset Management (Pak, Virtual Texturing) πŸ“ Engine/Source/Runtime/Engine/ TextureStreamingManager.cpp, AssetManager.cpp
Framework Layer Gameplay Framework (Actors, GameMode, Pawns) πŸ“ Engine/Source/Runtime/Engine/ GameModeBase.cpp, AActor.cpp, UWorld.cpp
Β  AI System (NavMesh, Behavior Trees) πŸ“ Engine/Source/Runtime/AIModule/ NavigationSystem.cpp, BehaviorTreeComponent.cpp
Β  Input System (Legacy Input, Touch Input) πŸ“ Engine/Source/Runtime/InputCore/ InputComponent.cpp, TouchInterface.cpp
Β  UI System (Slate, UMG) πŸ“ Engine/Source/Runtime/Slate/
πŸ“ Engine/Source/Runtime/UMG/
SlateApplication.cpp, UserWidget.cpp
Engine Layer Engine (World, Actors, Input, Events) πŸ“ Engine/Source/Runtime/Engine/ GameInstance.cpp, LevelStreaming.cpp
Β  RenderCore (Rendering Pipeline) πŸ“ Engine/Source/Runtime/RenderCore/ Renderer.cpp, RenderGraph.cpp
Β  RHI (Render Hardware Interface) πŸ“ Engine/Source/Runtime/RHI/ RHI.cpp, DynamicRHI.cpp
Β  PhysicsCore (PhysX Physics Engine) πŸ“ Engine/Source/Runtime/PhysicsCore/ PhysicsEngine.cpp, PhysXSupport.cpp
Β  Audio (SoundCore, AudioMixer) πŸ“ Engine/Source/Runtime/AudioMixer/ AudioMixer.cpp, DSP.cpp
Β  Networking (NetDriver, Replication) πŸ“ Engine/Source/Runtime/Online/ NetDriver.cpp, ReplicationGraph.cpp
Core Layer Core (Memory, Logging, Math, Threading) πŸ“ Engine/Source/Runtime/Core/ Core.cpp, ThreadManager.cpp
Β  CoreUObject (Serialization, GC) πŸ“ Engine/Source/Runtime/CoreUObject/ UObjectBase.cpp, GarbageCollection.cpp

πŸ” Key Differences Between UE4.27 and UE5

| Feature | UE4.27 | UE5 | |β€”β€”β€”β€”β€”β€”-|β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”|——————————–| | Physics Engine | PhysX (Nvidia) for rigid body physics | Chaos Physics Engine (default) | | Rendering | Uses Deferred & Forward Renderers | Introduces Nanite & Lumen | | UI System | Slate & UMG | Same (but improved in performance) | | AI System | NavMesh, Behavior Trees | Same (but with minor optimizations) | | Networking | NetDriver, OnlineSubsystem | Same (but better replication performance) |


πŸ”Ž How to Find & Modify Modules in UE4.27 Source Code

  1. Locate the Module Folder
    • Go to Engine/Source/Runtime/ for engine modules.
    • Go to YourGame/Source/ for game-specific modules.
    • Use Visual Studio’s Solution Explorer to browse files.
  2. Find the Build Script (.Build.cs)
    • Every module has a ModuleName.Build.cs file.
    • This file defines dependencies and compilation settings.
  3. Modify the Relevant .cpp and .h Files
    • Gameplay: Modify AActor.cpp, GameModeBase.cpp, or AIController.cpp.
    • Rendering: Edit RenderCore.cpp or RHI.cpp.
    • Physics: Adjust PhysXSupport.cpp instead of ChaosSolver.cpp.
    • Networking: Optimize replication settings in NetDriver.cpp.
  4. Recompile & Test
    • Run GenerateProjectFiles.bat (Windows) or GenerateProjectFiles.sh (Mac/Linux).
    • Open Visual Studio and build the engine/game.
    • Use Unreal Insights to measure performance after changes.

πŸš€ Best Practices for Mobile Porting in UE4.27

βœ” Disable Unused Modules

  • Modify YourGame.Target.cs to remove unnecessary desktop features.
    βœ” Optimize Rendering (RenderCore, RHI)
  • Switch to Forward Rendering for mobile.
  • Use low-overhead shaders and reduce dynamic lighting.
    βœ” Reduce Physics Overhead (PhysicsCore)
  • Use simple collision meshes and disable complex physics calculations.
    βœ” Improve AI Efficiency (AIModule)
  • Lower AI tick rate and simplify pathfinding logic.

πŸ“Œ Final Takeaway

  • UE4.27 uses PhysX instead of Chaos, meaning different physics-related files.
  • UE5’s rendering is more advanced, but UE4.27 still supports Mobile Forward Rendering.
  • Networking, UI, and AI systems are similar, so porting strategies remain largely the same.

This should help you navigate UE4.27’s source code efficiently and make the right porting optimizations. Need help with a specific module? Let me know! πŸš€