How can i setup the best way for boilerplate stuff for my game like : Game start loading screen -> Main Menu -> Level (PauseMenu) -> LoadScreen/EndCredits -> Save/Load system

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:

:brick: 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.

:light_bulb: 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:
:backhand_index_pointing_right: Asset Optics Plugin on Fab

Hope this helps! Let me know if you want a sample layout of UI-level structure — happy to share. :rocket:

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