Skip to content

crystalglassesman/UnrealEngine-VisualStudio-Documentation

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

9 Commits
 
 
 
 
 
 
 
 

Repository files navigation

Unreal Engine Project Documentation & Tools

GitHub last commit

Unreal Engine File Structure

Unreal Engine Project

Unreal can create your project from

  • Config
  • Content
  • Plugins (if you use plugins)
  • Source (if C++ files are present)
  • *.uproject

so these are the folders/files to keep

Safe to delete

  • .vs
  • .vscode
  • Binaries
  • Build
  • DerivedDataCache
  • Intermediate
  • Plugin/**/Binaries
  • Plugin/**/Build
  • Plugin/**/Intermediate
  • Saved/Autosaves
  • Saved/Collections
  • Saved/Cooked
  • Saved/Crashes
  • Saved/Logs
  • Saved/MaterialStats
  • Saved/MaterialStatsDebug
  • Saved/Shaders
  • Saved/ShaderDebugInfo
  • Saved/StagedBuilds
  • Saved/Temp
  • Saved/webcache_*
  • Saved/WorldPartition
Folder Path Category Notes Tags
.vs IDE Files Visual Studio cache files No any side effect
Binaries Build Artifacts Compiled binaries Large, Delete may increase loading time
Build Build Artifacts Build output files Large, Delete may increase loading time
DerivedDataCache Cache Cache of derived assets Large, Delete may increase loading time
Intermediate Build Artifacts Intermediate build files Large, Delete may increase loading time
Saved/Autosaves Temporary Files Automatic save files No any side effect
Saved/Collections Backup/Saved Data Saved asset collections No any side effect
Saved/Cooked Backup/Saved Data Cooked content for specific platforms Large, Delete may increase loading time
Saved/Crashes Logs Crash reports Logs, No any side effect
Saved/Logs Logs Editor and game logs Logs, No any side effect
Saved/MaterialStats Debug Data Material statistics No any side effect
Saved/MaterialStatsDebug Debug Data Debug material statistics No any side effect
Saved/Shaders Cache Compiled shader cache Large, Delete may increase loading time
Saved/StagedBuilds Backup/Saved Data Staged builds for packaging Large
Saved/Temp Temporary Files Temporary files No any side effect
Saved/webcache_* Cache Web cache files (e.g., webcache_4147) No any side effect
Plugins/Binaries Plugin Artifacts Plugin compiled binaries (any plugin) Large, Delete may increase loading time
Plugins/Build Plugin Artifacts Plugin build output (any plugin) Large, Delete may increase loading time
Plugins/Intermediate Plugin Artifacts Plugin intermediate files (any plugin) Large, Delete may increase loading time

Important: These folders can be safely deleted to resolve project issues or reduce disk space. They will be regenerated by Unreal Engine as needed.

UE项目最佳实践:目录结构与常用脚本 - 知乎

项目结构详解:关键文件与设置管理-CSDN博客

Unreal Engine项目目录结构_虚幻 工程目录结构-CSDN博客

Folders safe to delete to recompile everything - Programming & Scripting / Blueprint - Epic Developer Community Forums

Unreal Engine 若遇到專案異常,不管重新開啟專案、重新開機,都沒辦法解決怎麼辦?Unreal Engine 專案 Rebuild

Can i delete the intermediate folder? : r/unrealengine

Can I delete the "Saved" folder before I package? - Development / Platform & Builds - Epic Developer Community Forums

What's inside intermediate and Saved folders? : r/unrealengine

.gitingore

# Visual Studio 2015 user specific files
.vs/

.vscode/

# Compiled Object files
*.slo
*.lo
*.o
*.obj

# Precompiled Headers
*.gch
*.pch

# Compiled Dynamic libraries
*.so
*.dylib
*.dll

# Fortran module files
*.mod

# Compiled Static libraries
*.lai
*.la
*.a
*.lib

# Executables
*.exe
*.out
*.app
*.ipa

# These project files can be generated by the engine
*.xcodeproj
*.xcworkspace
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb
*.vsconfig
*.code-workspace

# Precompiled Assets
SourceArt/**/*.png
SourceArt/**/*.tga

# Binary Files
Binaries/*
Plugins/**/Binaries/*

# Builds
Build/*

# Whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt

# Don't ignore icon files in Build
!Build/**/*.ico

# Built data for maps
*_BuiltData.uasset

# Configuration files generated by the Editor
Saved/*

# Compiled source files for the engine to use
Intermediate/*
Plugins/**/Intermediate/*

# Cache files for the editor to use
DerivedDataCache/*

Clean Project directory using batch File

@echo off
cd %~dp0
rmdir /s /q ".idea", ".vs", "Binaries", "DerivedDataCache", "Intermediate", "Saved/Autosaves", "Saved/Collections", "Saved/Crashes", "Saved/Logs", "Saved/UnrealBuildTool", "Saved\Config\CrashReportClient"
del /q /f .vsconfig, MySolution.sln
echo All files are deleted successfully.
pause

Here's a breakdown of the commands:

  • @echo off: Disables the display of each command in the batch file while it's running.

  • cd %~dp0: Changes the current directory to the location of the batch file using the %~dp0 variable.

  • rmdir /s /q ".MyGames": Removes the ".MyGames" folder and its contents. The /s option removes all files and sub directories, and the /q option does it quietly without prompting for confirmation.

  • del /q /f *.txt: Deletes all files with a ".txt" extension in the current directory. The /q option makes it quiet, and the /f option forces deleting read-only files.

  • echo Folder ".MyGames" deleted successfully.: Displays a message indicating that the folder has been deleted.

  • pause: Keeps the command prompt window open after execution, so you can see the result. You can remove this line if you don't want the window to stay open.

As you can see from the above explanation:

rmdir command deletes directories there is example for nested directory "Saved/Autosaves"

del command deletes files

No matter what you do, DO NOT DELETE
Config, Content, Source folders and .uproject file -> THESE ARE MANDATORY !!!

Clean Project directory using batch File | Epic Developer Community

Community Tutorial: Clean Project directory using batch File - General / Tutorial & Course Discussions - Epic Developer Community Forums

@echo off
echo *********************************************************************************************************************
echo ******************************************** Clean Unreal Engine Project ********************************************
echo *********************************************************************************************************************
echo.
:PROMPT
SET /P AREYOUSURE=Are you sure to delete all Binaries, Build, Intermediate, Saved and DerivedDataCache folders in your project and plugins (y/[N])?
IF /I "%AREYOUSURE%" NEQ "y" GOTO END
echo.
echo Cleaning your project, please wait...
FOR /d /r %%d IN ("Binaries","Build","Intermediate","Saved","DerivedDataCache") DO @IF EXIST "%%d" rd /s /q "%%d"
del *.sln
echo.
echo Your project cleaned perfectly, you can click Generate Visual Studio project files now.
pause
:END

berkanuslu/ue4-clean-vs-project-files.bat - It cleans Binaries, Build, Intermediate, Saved, and DerivedDataCache folders for your Unreal Engine 4 project and all plugins that you have.

Visual Studio

Visual Studio Setup

Visual Studio 2022 > Tools > Get Tools and Features > Visual Studio Installer > More > Import settings > ue.vsconfig

Setting Up Visual Studio Development Environment for C++ Projects in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community

Error code (Use Ctrl+F)

MSB3073

  • MSB3073

Error Code MSB3073 when I compile - Programming & Scripting / C++ - Epic Developer Community Forums

ue 编译问题 Error MSB3073_ue5.1.1适用的mscv编译器版本-CSDN博客

MSB3073 code 6

  • MSB3073 code 6: .uproject > Set VisualStudioTools to "Enabled": false

Waitmutex exited with code 6 (MSB3037) - Programming & Scripting / C++ - Epic Developer Community Forums

visual studio - MSB3073 UE4 exited with code 6 - how do I fix this? - Stack Overflow

MSB3073 code 8

  • MSB3073 code 8: .uproject > Set VisualStudioTools to "Enabled": false

E0070

  • E0070 : Can ingore, focus on Output log

Help Me getting rid of Visual Studio Errors with Unreal Engine : r/unrealengine

E1696 cannot open source file

  • E1696 : cannot open source file, Refresh Visual Studio Project

Error Code: E1696 - Development / Pipeline & Plugins - Epic Developer Community Forums

Unable to build engine from source due to following compile errors : r/unrealengine

VS2022遇见“C1083” 、“E1696” 报错可能有效的解决办法-CSDN博客