---
title: Starting a new project
product: Advanced Framework Pro
version: 1.0
engine: Unreal Engine 5.8
updated: 2026-10-05
canonical: https://docs.human-codeable.com/start/project-setup.html
---

# Starting a new project

Starting a real project on the framework rather than editing the demo content.

## Structure

Keep your own content out of the framework plugins. Framework plugins should stay untouched so they can be updated; your project content lives in the project's own `Content` folder and subclasses what it needs.

- Subclass the showroom pawns rather than editing them, exactly as `AF_Examples` does with `BP_Pawn_VR_Char_Showroom_Examples`.
- Subclass `BP_GameMode_Showroom` for your own game mode.
- Create your own themes as new `BP_PDA_Theme` assets rather than editing the shipped ones.

## Minimum viable project

1. Create a `PDA_Level` data asset. Set the game mode and the three pawn classes.
2. Create your map and place a `BP_MapInfo` actor in it, pointing at the level data asset.
3. Set the project's default map to your map.
4. Add a `BPC_GameState_ThemeManager` and `BPC_GameState_Settings` to your game state if you want theming and settings.

[![Creating the level data asset](../images/howto_newlevel_01-1600.webp?v=73c2dc27)](../images/howto_newlevel_01-1600.webp?v=73c2dc27)

Creating the level data asset

## What to copy versus what to subclass

Tip

Subclass anything with logic. Copy anything that is purely data. Themes, colour data assets, level data assets and position data assets are meant to be duplicated and edited; components, pawns and widgets are meant to be subclassed.
