unreal-project-structure

unreal-project-structure is a cursor rule for Cursor from Stramp/Lost-Mines-Phandelver. It costs 413 tokens per session, scanned A, original, MIT.

A set of rules for organizing an Unreal Engine 5.7 game project on Windows. It covers where C++ code, Blueprints, assets, settings, and generated build files belong.

In plain words
What is it for?
Use it when creating or changing Unreal C++ classes, configuring builds with UnrealBuildTool, regenerating project files, or deciding which folders belong in version control.
Why use it?
It reduces confusion about project folders and helps avoid committing temporary files. It also reminds you to verify builds and keep C++ changes compatible with Blueprints, Unreal’s visual scripting system.

Cursor rule for Cursor

Written for Cursor: installed under .cursor/.

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add rules/stramp/lost-mines-phandelver/unreal-project-structure
Clone the repo
git clone --depth 1 https://github.com/Stramp/Lost-Mines-Phandelver

Made for: Cursor.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unreal-project-structure

README.md
[![agentmods](https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-project-structure.svg)](https://agentmods.dev/rules/stramp/lost-mines-phandelver/unreal-project-structure)
Your own site
<a href="https://agentmods.dev/rules/stramp/lost-mines-phandelver/unreal-project-structure"><img src="https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-project-structure.svg" alt="Measured on agentmods" height="20"></a>
Per session 413 This file is loaded in full into every session.
When invoked 413 The same file — it is already loaded in full.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00413 $0.00413
Opus 5 $0.00206 $0.00206
Sonnet 5 $0.00083 $0.00083
Haiku 4.5 $0.00041 $0.00041

Measured 6d ago against content hash e946546a2ff2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

unreal-project-structure scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 6d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.cursor/rules/unreal-project-structure.mdc · 46 lines

What it actually says

Unreal Engine 5.7 Project Structure

Project Context

  • Engine: Unreal Engine 5.7
  • Platform: Windows (Win64)
  • Languages: C++, Blueprints
  • Editor: Cursor/VS Code
  • Build System: UnrealBuildTool (UBT)

Directory Structure

  • Source/MyProject2/ - Main C++ source code module
  • Source/MyProject2.Target.cs - Game build configuration
  • Source/MyProject2Editor.Target.cs - Editor build configuration
  • Content/ - Game assets (Blueprints, Textures, Models, etc.)
  • Config/ - Configuration files (.ini)
  • Binaries/ - Compiled executables (don't version)
  • Intermediate/ - Temporary build files (don't version)
  • Saved/ - Editor generated files (don't version)
  • DerivedDataCache/ - Derived data cache (don't version)

Build and Compilation

  • Use UnrealBuildTool (UBT) to compile
  • Available configurations: Debug, DebugGame, Development, Test, Shipping
  • ALWAYS verify project compiles before suggesting changes
  • Use workspace tasks for builds (Ctrl+Shift+P > Tasks: Run Task)
  • After modifying .Build.cs, regenerate project files

Best Practices

  • Always consider Blueprint compatibility when creating C++ classes
  • Document complex code with comments
  • Use Blueprints for rapid prototyping, C++ for critical performance
  • Test changes in different build configurations when relevant
  • Keep minimal dependencies in .Build.cs for faster builds

Communication

  • Always respond in Brazilian Portuguese when user speaks in Portuguese
  • Explain the reason for suggested changes
  • Consider impact on existing Blueprints when modifying C++ code
  • When suggesting changes, always mention if rebuild is required
Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 6d ago First seen · 46 lines · 413 tokens per session scan A e946546a2ff2

Subscribe to this mod's changes

unreal-project-structure is a cursor rule published in the GitHub repository Stramp/Lost-Mines-Phandelver (2 stars, last pushed 9mo ago), licensed MIT. It adds 413 tokens to every session, about $0.0021 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.