<aside>
💡 when you are coding please use these conventions to keep the project organized
</aside>
Naming
Most Common Naming
Asset Type |
Prefix |
Suffix |
Notes |
Level / Map |
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|
Should be in a folder called Maps. |
Level (Persistent) |
|
_P |
|
Level (Audio) |
|
_Audio |
|
Level (Lighting) |
|
_Lighting |
|
Level (Geometry) |
|
_Geo |
|
Level (Gameplay) |
|
_Gameplay |
|
Blueprint |
BP_ |
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|
Material |
M_ |
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|
Static Mesh |
S_ |
|
Many use SM_. We use S_. |
Skeletal Mesh |
SK_ |
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|
Texture |
T_ |
_? |
See Textures |
Particle System |
PS_ |
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|
Widget Blueprint |
WBP_ |
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|
1.1e1 Character / 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 |
1.1e2 Rocks / objects
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 |
1.2.2 Animations
Asset Type |
Prefix |
Suffix |
Notes |
Aim Offset |
AO_ |
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|
Aim Offset 1D |
AO_ |
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|
Animation Blueprint |
ABP_ |
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|
Animation Composite |
AC_ |
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Animation Montage |
AM_ |
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|
Animation Sequence |
A_ |
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|
Blend Space |
BS_ |
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Blend Space 1D |
BS_ |
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|
Level Sequence |
LS_ |
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Morph Target |
MT_ |
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Paper Flipbook |
PFB_ |
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Rig |
Rig_ |
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Skeletal Mesh |
SK_ |
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Skeleton |
SKEL_ |
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1.2.5 Materials
Asset Type |
Prefix |
Suffix |
Notes |
Material |
M_ |
|
|
Material (Post Process) |
PP_ |
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|
Material Function |
MF_ |
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Material Instance |
MI_ |
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|
Material Parameter Collection |
MPC_ |
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|
Subsurface Profile |
SP_ |
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|
Physical Materials |
PM_ |
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|
Decal |
M_, MI_ |
_Decal |
|
1.2.12 Effects
Asset Type |
Prefix |
Suffix |
Notes |
Particle System |
PS_ |
|
|
Material (Post Process) |
PP_ |
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|
1.2.6 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_ |
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|
Media Texture |
MT_ |
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|
Render Target |
RT_ |
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|
Cube Render Target |
RTC_ |
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Texture Light Profile |
TLP |
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|
1.2.7 Miscellaneous
Organization of the project
the organization of the project should look like this
