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