【UE】Naming convention

Table of contents

1. Precautions for using character naming 

1.1 Illegal characters

1.2 Legal characters

2. Asset Naming Specification

2.1 Basic assets

2.2 Asset Naming Modifiers

Most Common

Animations

Artificial Intelligence

Blueprints

Materials 

Textures

Miscellaneous

Paper 2D

Physics 

Sounds

User Interface

Effects

Original link


1. Precautions for using character naming 

1.1 Illegal characters

  • any type of white space
  • backward slash\
  • #!@$%Equal symbols
  • any Unicode character

1.2 Legal characters

  • ABCDEFGHIJKLMNOPQRSTUVWXYZ
  • abcdefghijklmnopqrstuvwxyz
  • 1234567890
  • _ (use with caution)

2. Asset Naming Specification

2.1 Basic assets

Example: Bob 

Asset Type Asset Name
Skeletal Mesh SK_Bob
Material M_Bob
Texture (Diffuse/Albedo) T_Bob_D
Texture (Normal) T_Bob_N
Texture (Evil Diffuse) T_Bob_Evil_D

 Example: Rocks

Asset Type Asset Name
Static Mesh (01) S_Rock_01
Static Mesh (02) S_Rock_02
Static Mesh (03) S_Rock_03
Material M_Rock
Material Instance (Snow) MI_Rock_Snow

2.2 Asset Naming Modifiers

Most Common
Asset Type Prefix Suffix Notes
Level / Map Should be in a folder called Maps.
Level (Persistent) _P
Level (Audio) _Audio
Level (Lighting) _Lighting
Level (Geometry) _Geo
Level (Gameplay) _Gameplay
Blueprint BP_
Material M_
Static Mesh S_ Many use SM_. We use S_.
Skeletal Mesh SK_
Texture T_ _? See Textures
Particle System PS_
Widget Blueprint WBP_
Animations
Asset Type Prefix Suffix Notes
Aim Offset TO THE_
Aim Offset 1D TO THE_
Animation Blueprint ABP_
Animation Composite AC_
Animated Editing AM_
Animation Sequence A_
Blend Space BS_
Blend Space 1D BS_
Level Sequence LS_
Morph Target MT_
Paper Flipbook PFB_
Rig Rig_
Skeletal Mesh SK_
Skeleton SKEL_
Artificial Intelligence
Asset Type Prefix Suffix Notes
AI Controller AIC_
Behavior Tree BT_
Blackboard BB_
Decorator BTDecorator_
Service BTService_
Task BTTask_
Environment Query EQS_
EnvQueryContext EQS_ Context
Blueprints
Asset Type Prefix Suffix Notes
Blueprint BP_
Blueprint Component BP_ Component I.e. BP_InventoryComponent
Blueprint Function Library BPFL_
Blueprint Interface BPI_
Blueprint Macro Library BPML_ Do not use macro libraries if possible.
Enumeration E No underscore.
Structure F or S No underscore.
Tutorial Blueprint TBP_
Widget Blueprint WBP_
Materials 
Asset Type Prefix Suffix Notes
Material M_
Material (Post Process) PP_
Material Function MF_
Material Instance MI_
Material Parameter Collection MPC_
Subsurface Profile SP_
Physical Materials PM_
Decal M_, MI_ _Decal
Textures
Asset Type Prefix Suffix Notes
Texture T_
Texture (Diffuse/Albedo/Base Color) T_ _D
Texture (Normal) T_ _N
Texture (Roughness) T_ _R
Texture (Alpha/Opacity) T_ _A
Texture (Ambient Occlusion) T_ _O
Texture (Bump) T_ _B
Texture (Emissive) T_ _E
Texture (Mask) T_ _M
Texture (Specular) T_ _S
Texture (Metallic) T_ _M
Texture (Packed) T_ _* See notes below about packing.
Texture Cube TC_
Media Texture MT_
Render Target RT_
Cube Render Target RTC_
Texture Light Profile TLP
Miscellaneous
Asset Type Prefix Suffix Notes
Animated Vector Field VFA_
Camera Anim CA_
Color Curve Curve_ _Color
Curve Table Curve_ _Table
Data Asset *_ Prefix should be based on class.
Data Table DT_
Float Curve Curve_ _Float
Foliage Type FT_
Force Feedback Effect FFE_
Landscape Grass Type LG_
Landscape Layer LL_
Matinee Data Matinee_
Media Player MP_
File Media Source FMS_
Object Library OL_
Redirector These should be fixed up ASAP.
Sprite Sheet SS_
Static Vector Field VF_
Substance Graph Instance SGI_
Substance Instance Factory SIF_
Touch Interface Setup OF_
Vector Curve Curve_ _Vector
Paper 2D
Asset Type Prefix Suffix Notes
Paper Flipbook PFB_
Sprite SPR_
Sprite Atlas Group SPRG_
Tile Map TM_
Tile Set TS_
Physics 
Asset Type Prefix Suffix Notes
Physical Material PM_
Physics Asset PHYS_
Destructible Mesh DM_
Sounds
Asset Type Prefix Suffix Notes
Dialogue Voice DV_
Dialogue Wave DW_
Media Sound Wave MSW_
Reverb Effect Reverb_
Sound Attenuation TO_
Sound Class No prefix/suffix. Should be put in a folder called SoundClasses
Sound Concurrency _SC Should be named after a SoundClass
Sound Cue A_ _Cue
Sound Mix Mix_
Sound Wave A_
User Interface
Asset Type Prefix Suffix Notes
Font Font_
Slate Brush Brush_
Slate Widget Style Style_
Widget Blueprint WBP_
Effects
Asset Type Prefix Suffix Notes
Particle System PS_
Material (Post Process) PP_

Original link

GitHub - Allar/ue5-style-guide: An attempt to make Unreal Engine 4 projects more consistent

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Origin blog.csdn.net/ChaoChao66666/article/details/131636936