Difference between revisions of "Modding/Naming conventions"

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{{Documentation}}
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Rules for naming in the content browser.
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== Asset Naming ==
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Assets are prefixed with a short acronym for their type to make identification outside of Unreal faster:
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{| class="wikitable"
 
{| class="wikitable"
!Type
+
! Type
!Prefix
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! Prefix
!Suffix
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! Suffix
 
|-
 
|-
|Animation||A_
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| Animation || A_ ||rowspan=6|
 
|-
 
|-
|Animation Blueprint||ABP_
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| Animation Blueprint || ABP_
 
|-
 
|-
|Animation Montage||AM_
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| Animation Montage || AM_
 
|-
 
|-
|Aim Offset||AO_
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| Aim Offset || AO_
 
|-
 
|-
|Blueprint||BP_
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| Blueprint || BP_
 
|-
 
|-
|Data Asset||ClassName(DataAsset)_
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| Data Asset || ClassName(DataAsset)_
 
|-
 
|-
|Material||M_||(m naming)
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| Material || M_ || [[#Material Naming]]
 
|-
 
|-
|Material Instance||MI_||(m naming)
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| Material Instance || MI_ || [[#Material Naming]]
 
|-
 
|-
|Physics Asset||PHYS_
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| Physics Asset || PHYS_ ||rowspan=7|
 
|-
 
|-
|Physical Material||PM_
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| Physical Material || PM_
 
|-
 
|-
|Skeletal Mesh||SK_
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| Skeletal Mesh || SK_
 
|-
 
|-
|Sound Attenuation||ATT_
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| Sound Attenuation || ATT_
 
|-
 
|-
|Sound Cue||SQ_
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| Sound Cue || SQ_
 
|-
 
|-
|Sound Wave||SW_
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| Sound Wave || SW_
 
|-
 
|-
|Static Mesh||SM_
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| Static Mesh || SM_
 
|-
 
|-
|Texture||T_||(t naming)
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| Texture || T_ || [[#Texture Naming]]
 
|-
 
|-
|Widget Blueprint||WBP_
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| 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 ==
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! Suffix
 
! Suffix
 
|-
 
|-
|Surface
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| Surface ||
 
|-
 
|-
|Decal||_D
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| Decal || _D
 
|-
 
|-
|Particle System||_PS
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| Particle System || _PS
 
|-
 
|-
|Post Process||_PP
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| Post Process || _PP
 
|-
 
|-
|User Interface||_UI
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| User Interface || _UI
 
|}
 
|}
  
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! Suffix
 
! Suffix
 
|-
 
|-
|Base Color||_BC
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| Base Color || _BC
 
|-
 
|-
|Normal Map||_N
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| Normal Map || _N
 
|}
 
|}
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{{Navbox tutorials (U4)}}

Latest revision as of 03:02, 31 December 2018

Documentation icon.png This page provides official documentation.
This page is officially maintained by Smartly Dressed Games, and serves as documentation to walk you through a specific task or feature.

Rules for naming in the content browser.

Asset Naming[edit]

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[edit]

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

Texture Naming[edit]

Use Suffix
Base Color _BC
Normal Map _N