Summary
So I know each of these features to implement separately. (Game start loading screen → Main Menu → Level (PauseMenu) → LoadScreen/EndCredits → Save/Load system)
But my question is how do I structure this in the “best” way to have me develop this independent to my main game project.
Thanks in advance!!!
What type of bug are you experiencing?
Documentation
Steps to Reproduce
Start a new game → How do you think to plan / Or at the end of gam dev → how do you plan and structure the menus, loading screen etc.
Expected Result
Clarity and confidence on these part of the games from the beginning.
Observed Result
NA
Platform
NA
Operating System
NA
Hey @BFGameStudios — great question! Structuring UI flow separately from your core game logic is definitely a smart move, especially if you want to test, iterate, or even reuse those systems later.
Here’s a general approach that’s worked well for me:
Modular Structure:
- Menus & Screens in a Separate Map Folder: Keep all your UI levels (MainMenu, PauseMenu, EndScreen) in a
/UI/Levels/
folder. This helps you isolate them from game maps.
- UI Logic in Its Own Blueprint Framework: Create a dedicated
UIManager
(could be a BP or Actor Component) that handles loading screens, fade transitions, etc.
- Game Modes for UI vs Gameplay: Use a clean
MainMenuGameMode
, GameplayGameMode
, etc., so you don’t overload a single Game Mode with too many responsibilities.
- Save System as a Standalone Blueprint or Subsystem: That way, you can access it from either the UI or gameplay side without tight coupling.
Bonus Tip:
When your project scales (and it will), it really helps to track what’s been implemented, what’s pending, and what’s broken — even for menus and loading systems.
I’ve personally started using a small plugin that lets me leave checklists and comments per asset/blueprint inside Unreal. It’s synced to a web dashboard so I always know what I’ve touched or need to revisit — especially for things like “connect pause menu to resume logic” or “test save/load UI flow.”
If you’re into keeping your pipeline clean without needing external task tools, worth a peek:
Asset Optics Plugin on Fab
Hope this helps! Let me know if you want a sample layout of UI-level structure — happy to share. 
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