Asset naming conventions - HPetch/DES203-Group-15 GitHub Wiki

When naming assets in Unreal, it would be great if we could all stick to this rule that is used commonly in industry:

TYPE_Name_Descriptor_Variant

Type: What type of asset is this? Texture, Material, Static Mesh, Skeletal Mesh, Blueprint etc.

Name: Main name of the asset

Descriptor: If there's anything else needed to describe this asset, the keyword goes here.

Variant: Is this asset 01,02,03 etc in a series? If not you can leave this out.

For example:

  • Blueprint script: BP_MyScript
  • Blueprint Widget: WBP_CoolHud
  • Static Mesh: SM_MyMesh (or SM_AssetInSet_01, SM_AssetInSet_02 etc)
  • Texture: T_TextureName_01_N (/AO/BC/R etc for maps)
  • Material: M_MaterialName (Make sure Texture and Material names have some distinction as otherwise it will filter textures and materials together which gets messy and isn't a great practice)