Unreal Engine Setup¶
Project¶
| Setting | Value |
|---|---|
| Engine | Unreal Engine 5.5 or newer (use the latest stable release) |
| Template | Third Person, C++ (Blueprints stay available) |
| Project name | Riftbloom |
| Rendering | Lumen GI + reflections, Virtual Shadow Maps, Nanite for environment props (not for skinned characters) |
| Target | Windows DX12, 60 fps at 1080p on a GTX 1070 / RX 5600-class GPU (scalability presets) |
| Source control | Git + Git LFS (or Perforce if the project grows) |
Plugins¶
| Plugin | Why |
|---|---|
| Gameplay Abilities (GAS) | Abilities, attributes, effects, cooldowns, tags |
| Enhanced Input | Rebindable input, combos |
| CommonUI | Gamepad-friendly menus |
| Motion Warping | Attacks snap to targets |
| Niagara | VFX |
| PCG | Foliage and crystal Bloom scattering |
| StateTree | Enemy AI |
| Python Editor Script Plugin + Remote Control API | Lets an Unreal MCP server or scripts automate the editor |
| Chaos Cloth | Hair and cloth physics |
Unreal MCP
You already drive Blender through the Blender MCP. For Unreal, community Unreal MCP servers expose editor actions (spawn actors, create Blueprints, import assets) to an AI assistant through a UE plugin or the Python/Remote Control API. Pick one that matches your UE version, install its plugin into Plugins/, and keep it editor-only so it never ships in builds.
Folder structure¶
Content/
└── Riftbloom/
├── Core/ # GameMode, GameInstance, PlayerController, subsystems
├── Characters/
│ ├── Player/ # SK_, ABP_, AM_ (montages), materials
│ ├── Companions/
│ └── Echoes/
├── Enemies/
│ ├── Shardling/ … # one folder per family
├── Abilities/ # GA_, GE_, GC_ (cues)
├── Weapons/
├── Items/ # DataAssets, icons
├── Data/ # DataTables, curves
├── World/
│ ├── Hearthport/
│ ├── VerdantShoals/ …
│ └── RiftKits/ # modular rooms
├── UI/
├── VFX/
├── Audio/
└── Materials/
└── Toon/ # master toon materials and post-process
Git LFS .gitattributes for the game repo¶
*.uasset filter=lfs diff=lfs merge=lfs -text
*.umap filter=lfs diff=lfs merge=lfs -text
*.fbx filter=lfs diff=lfs merge=lfs -text
*.blend filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
*.wav filter=lfs diff=lfs merge=lfs -text
Note
The game project should live in its own repo (for example riftbloom-game). This repo is only the wiki.