Modding/Naming conventions
< Modding
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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 |
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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 |
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Base Color | _BC |
Normal Map | _N |