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Asset Naming Convention

Ashot Barkhudaryan edited this page Mar 22, 2022 · 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.

Meshes

Type Prefix Suffix Example Automated
Static Mesh SM SM_Chair Yes
Skeletal Mesh SKM SKM_Player Yes
Skeleton SK SK_Player Yes

Physics

Type Prefix Suffix Example Automated
Physical Asset PA PA_Player Yes
Physical Material PM PM_Concrete Yes

Levels/Maps

Type Prefix Suffix Example Automated
Level Persistent LVL LVL_Stadium No

Levels/Maps Streaming

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

Blueprints

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

Animation

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

AI

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

Materials

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

Textures

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

Render Targets

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

FX

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

Foliage

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

Paper2D

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

Slate

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

Sound

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

Sound FX

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

Misc

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

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