# Should a primary game module use Public/Private folders when an editor module depends on it?

**URL:** <https://forums.unrealengine.com/t/should-a-primary-game-module-use-public-private-folders-when-an-editor-module-depends-on-it/2735332>\
**Category:** Getting Started & Setup\
**Tags:** project, directory, unreal-engine, module, question\
**Created:** [July 13, 2026, 7:24am UTC](https://forums.unrealengine.com/t/should-a-primary-game-module-use-public-private-folders-when-an-editor-module-depends-on-it/2735332 "2026-07-13T07:24:03Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![SilentGarud](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/silentgarud/32/1216315_2.png) [@SilentGarud](https://forums.unrealengine.com/u/SilentGarud)\
**Post date:** [July 13, 2026, 7:24am UTC](https://forums.unrealengine.com/t/should-a-primary-game-module-use-public-private-folders-when-an-editor-module-depends-on-it/2735332/1 "2026-07-13T07:24:04Z")

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Epic’s module documentation recommends `Public` and `Private` folders, and says the flat layout is unnecessary only when no other module depends on the primary module. However, Lyra keeps `LyraGame` flat, exposes its module root through `PublicIncludePaths`, and has `LyraEditor` depend on it.

Is Lyra’s arrangement an intentional recommended pattern for primary game modules, or a historical/project-specific exception? For a new project with a primary game module consumed by an editor module, does Epic recommend:

1. A flat runtime module with `PublicIncludePaths.Add(ModuleDirectory)`, or
2. Moving public headers and private implementation into `Public` and `Private`?

Are there meaningful UBT, IWYU, build-performance, or encapsulation consequences beyond the obvious difference in header visibility?
