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Asset Naming Convention
Ashot Barkhudaryan edited this page Mar 22, 2022
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4 revisions
Asset names must contain only letter, digits and underscores.
Asset names must be in: Pascal_Snake_Case.
Automated column indicates that that type of asset can be renamed via asset naming manager.
| Type | Prefix | Suffix | Example | Automated |
|---|---|---|---|---|
Static Mesh |
SM |
SM_Chair |
Yes |
|
Skeletal Mesh |
SKM |
SKM_Player |
Yes |
|
Skeleton |
SK |
SK_Player |
Yes |
| Type | Prefix | Suffix | Example | Automated |
|---|---|---|---|---|
Physical Asset |
PA |
PA_Player |
Yes |
|
Physical Material |
PM |
PM_Concrete |
Yes |
| Type | Prefix | Suffix | Example | Automated |
|---|---|---|---|---|
Level Persistent |
LVL |
LVL_Stadium |
No |
If base level name is Stadium, then streaming levels must have same name appended with appropriate suffix. Examples are below
| Type | Prefix | Suffix | Example | Automated |
|---|---|---|---|---|
Level Geometry |
LVL |
Geo |
LVL_Stadium_Geo |
No |
Level Lighting |
LVL |
Light |
LVL_Stadium_Light |
No |
Level Audio |
LVL |
Audio |
LVL_Stadium_Audio |
No |
Level Gameplay |
LVL |
Gameplay |
LVL_Stadium_Gameplay |
No |
Below is most common blueprint types that are defined by default. In All other cases if blueprint class not specified we will just add BP prefix to it.
You can turn on ClassNameAsSuffix option, if you want to append class as suffix to asset name.
| Type | Prefix | Suffix | Example | Automated |
|---|---|---|---|---|
Blueprint |
BP |
BP_Car |
Yes |
|
Blueprint Actor |
BP |
BP_Car |
Yes |
|
Blueprint Actor Component |
BP |
Comp |
BP_CarEngine_Comp |
Yes |
Blueprint Scene Component |
BP |
Comp |
BP_Tree_Comp |
Yes |
Blueprint Pawn |
BP |
Pawn |
BP_Player_Pawn |
Yes |
Blueprint Character |
BP |
Char |
BP_Player_Char |
Yes |
Blueprint PlayerController |
BP |
Ctrl |
BP_Player_Ctrl |
Yes |
Blueprint Game Mode |
BP |
GM |
BP_Main_GM |
Yes |
Blueprint Widget |
BPW |
BPW_MainMenu |
Yes |
|
Blueprint Function Library |
BPFL |
BPFL_Asset |
Yes |
|
Blueprint Macro Library |
BPML |
BPML_Asset |
Yes |
|
Blueprint Interface |
BPI |
BPI_PlayerActions |
Yes |
|
Blueprint Enum |
BPE |
BPE_CarType |
Yes |
|
Blueprint Struct |
BPS |
BPS_CarInfo |
Yes |
|
Blueprint Tutorial |
BPT |
BPT_SequenceGeneration |
Yes |
|
Editor Utility Blueprint |
BP |
EUB |
BP_SequenceGenerator_EUB |
Yes |
Editor Utility Widget |
BP |
EUW |
BP_SequenceGenerator_EUW |
Yes |
| Type | Prefix | Suffix | Example | Automated |
|---|---|---|---|---|
Anim Blueprint |
ABP |
ABP_Player |
Yes |
|
Anim Sequence |
A |
A_PlayerWalk |
Yes |
|
Anim Montage |
AM |
AM_PlayerHit |
Yes |
|
Anim Composite |
AC |
AC_PlayerHit |
Yes |
|
Anim Offset (1D/2D) |
AO |
AO_Player |
Yes |
|
Anim BlendSpace (1D/2D) |
ABS |
ABS_PlayerLoco |
Yes |
|
Anim Layer Interface |
ALI |
ALI_Player |
Yes |
|
Anim Sharing Setup |
A |
SS |
A_Player_SS |
Yes |
Anim Bone Compression Settings |
A |
BCS |
A_Player_BCS |
Yes |
Anim Curve Compression Settings |
A |
CCS |
A_Player_CCS |
Yes |
Control Rig |
A |
Rig |
A_Player_Rig |
Yes |
Control Rig Gizmo Library |
A |
RGL |
A_Player_RGL |
Yes |
Pose Asset |
A |
Pose |
A_Player_Pose |
Yes |
Level Sequence |
LS |
LS_Shot01 |
Yes |
|
Template Sequence |
TS |
TS_Shot01 |
Yes |
|
Camera Anim Sequence |
LS |
LS_CameraShot01 |
Yes |
| Type | Prefix | Suffix | Example | Automated |
|---|---|---|---|---|
Behavior Tree |
AI |
BT |
AI_Enemy_BT |
Yes |
Blackboard |
AI |
BB |
AI_Enemy_BB |
Yes |
Environment Query |
AI |
EQS |
AI_Enemy_EQS |
Yes |
Task |
AI |
Task |
AI_EnemyPatrol_Task |
Yes |
Service |
AI |
Service |
AI_EnemyPatrol_Service |
Yes |
Decorator |
AI |
Decorator |
AI_EnemyPatrol_Decorator |
Yes |
| Type | Prefix | Suffix | Example |
|---|---|---|---|
Material |
M_ |
M_Chair |
|
Material Instance |
MI_ |
MI_Chair_Red |
|
Material Layer |
ML_ |
ML_Chair |
|
Material Layer Blend |
MLB_ |
MLB_Chair |
|
Material Post Process |
MPP_ |
MPP_MotionBlur |
|
Material Function |
MF_ |
MF_VertexAnimation |
|
Material Parameter Collection |
MPC_ |
MPC_CrowdAnimController |
|
Decal |
MD_ |
MD_Line_Red_01 |
|
Light Propogation Volume |
M_ |
LPV |
MD_Fog_LPV |
For textures suffix cant be determined programmatticaly so it must be manual.
| Type | Prefix | Suffix | Example |
|---|---|---|---|
Texture |
T_ |
T_Ball |
|
Texture Cube |
T_ |
HDR |
T_Stadium_HDR |
Texture 2D Array |
TA_ |
TA_Ball |
|
Media Texture |
T_ |
Media |
T_Ball_Media |
Volume Texture |
T_ |
Volume |
T_Ball_Volume |
Runtime Virtual Texture |
T_ |
RVT |
T_Ball_RVT |
| Type | Prefix | Suffix | Example |
|---|---|---|---|
Render Target |
RT_ |
RT_WaterDroplet |
|
Render Target2D |
RT_ |
RT_WaterDroplet |
|
Render Target2D Array |
RT_ |
RT_WaterDroplet |
|
Render CanvasTarget2D |
RT_ |
RT_WaterDroplet |
|
Render Target Cube |
RT_ |
Cube |
RT_WaterDroplet_Cube |
Render Target Volume |
RT_ |
Volume |
RT_WaterDroplet_Volume |
| Type | Prefix | Suffix | Example |
|---|---|---|---|
Particle System (Cascade) |
FX_ |
FX_Fire |
|
Niagara System |
FX_ |
System |
FX_Fire_System |
Niagara Emiiter |
FX_ |
Emitter |
FX_Fire_Emitter |
Niagara Effect Type |
FX_ |
Type |
FX_Fire_Type |
Niagara Dynamic Input Script |
FX_ |
NDIS |
FX_Fire_NDIS |
Niagara Function Script |
FX_ |
NFS |
FX_Fire_NFS |
Niagara Module Script |
FX_ |
NMS |
FX_Fire_NMS |
Niagara Parameter Collection |
FX_ |
PC |
FX_Fire_PC |
Niagara Parameter Collection Instance |
FX_ |
PC |
FX_Fire_PCI |
Niagara Parameter Definition |
FX_ |
Def |
FX_Fire_Def |
| Type | Prefix | Suffix | Example |
|---|---|---|---|
Foliage Actor |
FOL_ |
FOL_Grass |
|
Foliage Instance Static Mesh |
FOL_ |
ISM |
FOL_Grass_ISM |
Landscape Grass Type |
FOL_ |
LGT |
FOL_Grass_LGT |
| Type | Prefix | Suffix | Example |
|---|---|---|---|
Paper2D Flipbook |
P2_ |
Flipbook |
P2_PlayerWalk_Flipbook |
Paper2D Sprite |
P2_ |
Sprite |
P2_Player_Sprite |
Paper2D Tile Map |
P2_ |
TileMap |
P2_Player_TileMap |
Paper2D Tile Set |
P2_ |
TileSet |
P2_Player_TileSet |
| Type | Prefix | Suffix | Example |
|---|---|---|---|
Font |
Font |
Font_Roboto |
|
Slate Brush |
SLT |
Brush |
SLT_Border_Brush |
Slate Widget Style |
SLT |
WSA |
SLT_Border_WSA |
Slate Vector Art Data |
SLT |
VAD |
SLT_Border_VAD |
| Type | Prefix | Suffix | Example |
|---|---|---|---|
Sound Attenuation |
S |
Att |
S_Car_Att |
Sound Concurrency |
S |
Con |
S_Car_Con |
Sound Cue |
S |
Cue |
S_Car_Cue |
Sound Class |
S |
Class |
S_Car_Class |
Sound Class Mix |
S |
Mix |
S_Car_Mix |
Dialog Voice |
S |
Voice |
S_Car_Voice |
Dialog Wave |
S |
Wave |
S_Car_Wave |
| Type | Prefix | Suffix | Example |
|---|---|---|---|
Synesthesia NRT |
SX |
SX_Car |
|
Synesthesia NRT Settings |
SX |
SX_Car |
|
Synesthesia NRT Settings |
SX |
SX_Car |
|
Reverb Effect |
SX |
SX_Car |
|
Source Effect Preset |
SX |
SX_Car |
|
Source Effect Preset Chain |
SX |
SX_Car |
|
Submix Effect Preset |
SX |
SX_Car |
|
Audio Bus |
SX |
SX_Car |
|
Endpoint Submix |
SX |
SX_Car |
|
Sound Submix |
SX |
SX_Car |
|
Soundfield Endpoint Submix |
SX |
SX_Car |
|
Soundfield Submix |
SX |
SX_Car |
|
Source Bus |
SX |
SX_Car |
|
Modular Synth Preset Bank |
SX |
SX_Car |
|
Modular Synth Preset Bank |
SX |
SX_Car |
|
Mono Wave Table Synth Preset Bank |
SX |
SX_Car |
|
Moto Synth Preset Bank |
SX |
SX_Car |
| Type | Prefix | Suffix | Example |
|---|---|---|---|
Data Asset |
DA_ |
DA_PlayerInfo |
|
Data Table |
DT_ |
DT_PlayerInfo |
|
String Table |
ST_ |
ST_PlayerInfo |
|
Curve Float |
C_ |
F |
C_AnimationBlendWeight_F |
Curve Vector |
C_ |
V |
C_AnimationBlendWeight_V |
Curve Linear Color |
C_ |
LC |
C_AnimationBlendWeight_LC |
Enumaration |
E_ |
E_CarNames |
|
Structure |
F_ |
F_CarData |
|
Subsurface Profile |
SSP_ |
SSP_Player |