<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 |
|
|
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_ |
|
|
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_ |
|
|
| Aim Offset 1D |
AO_ |
|
|
| Animation Blueprint |
ABP_ |
|
|
| Animation Composite |
AC_ |
|
|
| Animation Montage |
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_ |
|
|
1.2.5 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 |
|
1.2.12 Effects
| Asset Type |
Prefix |
Suffix |
Notes |
| Particle System |
PS_ |
|
|
| Material (Post Process) |
PP_ |
|
|
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_ |
|
|
| Media Texture |
MT_ |
|
|
| Render Target |
RT_ |
|
|
| Cube Render Target |
RTC_ |
|
|
| Texture Light Profile |
TLP |
|
|
1.2.7 Miscellaneous
Organization of the project
the organization of the project should look like this
