When working with Unreal Engine 5 (UE5) source code, understanding how different layers and modules map to the actual file structure is crucial. Below is a detailed mapping that shows where you can find the relevant code in the UE5 source code directory.
π UE5 Source Code Structure Overview
UE5 source code is structured in the following way:
π Engine/Source/
β The root folder for Unreal Engine source code.
π Engine/Plugins/
β Contains optional modules and platform-specific extensions.
π Engine/Config/
β Configuration files for different engine components.
Each module has a dedicated folder inside Engine/Source/
, typically following this structure:
π ModuleName/
β π ModuleName.Build.cs
β Build rules for the module.
β π ModuleName.h
β Main header file defining the module.
β π ModuleName.cpp
β Main implementation file.
β π Private/
β Internal implementation files.
β π Public/
β Public headers for other modules to use.
π Layer, Module, and Source Code Folder Mapping
The following table shows where to find each module in the UE5 source code.
Layer | Module | Source Code Location | Key Files to Look At |
---|---|---|---|
Game Layer | Game Code (C++, Blueprints) |
π YourGame/Source/YourGame/ |
YourGameGameMode.cpp (Game Mode logic), YourGameCharacter.cpp (Player logic) |
Β | Asset Management (Pak, Virtual Texturing) |
π Engine/Source/Runtime/Engine/ |
TextureStreamingManager.cpp , AssetManager.cpp |
Framework Layer | Gameplay Framework (Actors, GameMode, Pawns) |
π Engine/Source/Runtime/Engine/ |
GameModeBase.cpp , AActor.cpp , UWorld.cpp |
Β | AI System (NavMesh, Behavior Trees) |
π Engine/Source/Runtime/AIModule/ |
NavigationSystem.cpp , BehaviorTreeComponent.cpp |
Β | Input System (Enhanced Input, Touch) |
π Engine/Source/Runtime/InputCore/ |
EnhancedInputComponent.cpp , TouchInterface.cpp |
Β | UI System (Slate, UMG, Common UI) |
π Engine/Source/Runtime/Slate/ π Engine/Source/Runtime/UMG/ |
SlateApplication.cpp , UserWidget.cpp |
Engine Layer | Engine (World, Actors, Input, Events) |
π Engine/Source/Runtime/Engine/ |
GameInstance.cpp , LevelStreaming.cpp |
Β | RenderCore (Rendering Pipeline) |
π Engine/Source/Runtime/RenderCore/ |
Renderer.cpp , RenderGraph.cpp |
Β | RHI (Render Hardware Interface) |
π Engine/Source/Runtime/RHI/ |
RHI.cpp , DynamicRHI.cpp |
Β | PhysicsCore (Chaos Physics Engine) |
π Engine/Source/Runtime/PhysicsCore/ |
PhysicsEngine.cpp , ChaosSolver.cpp |
Β | Audio (SoundCore, AudioMixer) |
π Engine/Source/Runtime/AudioMixer/ |
AudioMixer.cpp , DSP.cpp |
Β | Networking (NetDriver, Replication) |
π Engine/Source/Runtime/Online/ |
NetDriver.cpp , ReplicationGraph.cpp |
Core Layer | Core (Memory, Logging, Math, Threading) |
π Engine/Source/Runtime/Core/ |
Core.cpp , ThreadManager.cpp |
Β | CoreUObject (Serialization, GC) |
π Engine/Source/Runtime/CoreUObject/ |
UObjectBase.cpp , GarbageCollection.cpp |
π How to Find & Modify Modules in Source Code
- Locate the Module Folder
- Go to
Engine/Source/Runtime/
for core engine modules. - Go to
YourGame/Source/
for game-specific modules. - Use Visual Studioβs Solution Explorer to browse files.
- Go to
- Find the Build Script (
.Build.cs
)- Every module has a
ModuleName.Build.cs
file. - This file defines dependencies and compilation settings.
- Every module has a
- Modify the Relevant
.cpp
and.h
Files- Gameplay: Modify
AActor.cpp
,GameModeBase.cpp
, orAIController.cpp
. - Rendering: Edit
RenderCore.cpp
orRHI.cpp
. - Physics: Optimize
ChaosSolver.cpp
. - Networking: Adjust replication settings in
NetDriver.cpp
.
- Gameplay: Modify
- Recompile & Test
- Run
GenerateProjectFiles.bat
(Windows) orGenerateProjectFiles.sh
(Mac/Linux). - Open Visual Studio and build the engine/game.
- Use Unreal Insights to measure performance after changes.
- Run
π Best Practices for Mobile Porting
β Disable Unused Modules
- Modify
YourGame.Target.cs
to remove unnecessary desktop features.
β Optimize Rendering (RenderCore
,RHI
) - Switch to Mobile Forward Rendering.
- Disable Nanite & Lumen.
β Reduce Physics Overhead (PhysicsCore
) - Use simple collision meshes.
β Improve AI Efficiency (AIModule
) - Lower AI tick rate and avoid expensive NavMesh updates.
π Final Takeaway
- Engine source is modular β Find code inside
Engine/Source/Runtime/
. - Each module has a
Build.cs
file β Modify dependencies there. - Use this mapping to navigate quickly β Find relevant files for optimization and mobile adjustments.
Need help tweaking a specific module? Let me know! π