Difference between revisions of "Modding/Naming conventions"

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(Asset Naming)
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== Asset Naming ==
 
== Asset Naming ==
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Assets are prefixed with a short acronym for their type to make identification outside of Unreal faster:
  
 
{| class="wikitable"
 
{| class="wikitable"
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| Widget Blueprint || WBP_ ||
 
| Widget Blueprint || WBP_ ||
 
|}
 
|}
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* Asset source files such as .psd or .blend should be suffixed with _Src. For example: ''SM_Prop_House_1stry_01_Src.blend''
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* Mesh LODs are suffixed with _LOD#. For example: ''SM_Prop_House_1stry_01_LOD0.fbx''
  
 
== Material Naming ==
 
== Material Naming ==

Revision as of 13:09, 29 March 2018

Template:Ambox/Documentation

Rules for naming in the content browser.

Asset Naming

Assets are prefixed with a short acronym for their type to make identification outside of Unreal faster:

Type Prefix Suffix
Animation A_
Animation Blueprint ABP_
Animation Montage AM_
Aim Offset AO_
Blueprint BP_
Data Asset ClassName(DataAsset)_
Material M_ #Material Naming
Material Instance MI_ #Material Naming
Physics Asset PHYS_
Physical Material PM_
Skeletal Mesh SK_
Sound Attenuation ATT_
Sound Cue SQ_
Sound Wave SW_
Static Mesh SM_
Texture T_ #Texture Naming
Widget Blueprint WBP_
  • Asset source files such as .psd or .blend should be suffixed with _Src. For example: SM_Prop_House_1stry_01_Src.blend
  • Mesh LODs are suffixed with _LOD#. For example: SM_Prop_House_1stry_01_LOD0.fbx

Material Naming

Use Suffix
Surface
Decal _D
Particle System _PS
Post Process _PP
User Interface _UI

Texture Naming

Use Suffix
Base Color _BC
Normal Map _N