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. ![]()