Looking for architecture ideas for dealing efficiently with third party content

Vantis
Mon, 31 Mar 2025 04:15:24 +0000
Programming & Scripting

Hello everyone!

Before diving into my question, let me give you a bit of context.

After working on a personal C++ Unreal project for a while, I realized I needed to think more deeply about its architectural organization. And even though my game isn’t the most feature-packed game, the Content folder already looks like an untamed place. I first thought that the Content directory was somehow “My Content”, later I discovered that it is rather an “Our Content” directory.
So, in a freshly remade version of the project, I’m considering a few improvements:

1. When using “Add to Project” from my FAB Library, the assets end up in the Content directory as well and apparently my files must coexist there, the least I can do is keep my own work organized in a subfolder named after my project.

2. I also thought of using an intermediate project to filter out unnecessary third-party content before adding it to my main project.

First, I “Add to Project” in a dedicated package handler (an empty Unreal project).

Then, I “Export Assets” from there and only import only the necessary content into my actual project.

This helps prevent unnecessary files from cluttering my project, especially demo content that would otherwise get tracked in Git—something that pains me to see.

And now, my question:

How do you handle importing FAB Content into your project while avoiding unnecessary assets and demo material? Is there an official guide on this? Or any best practices out there that I should check out?

Looking forward to your insights!

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