Assets Naming Convention - Epic Wiki
# Assets Naming Convention
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# Contents
# Overview
This article contains ideas for assets naming convention and content folders structure.
# Basics
1. All names in English.
2. All asset dependencies should be in its folder (instead of some shared assets).
# Assets folders
(maps)
Content\Maps
parent maps folder
............ Maps\Episode(_Number)
game episodes, where (_Number) is 01, 02, 03, etc
............ Maps\TestMaps
test maps, maps prototypes and other levels not for production
(assets)
Content\Base
basic materials, material functions and other “foundation” assets
Content\Characters
folder for characters
............ Characters\NPC
NPCs
............ Characters\Player
player character(s)
Content\Dev
development assets, like objects icons, special meshes and textures, etc
Content\Effects
various shared effects
Content\Environment
environment assets
............ Environment\Background
backgrounds
............ Environment\Buildings
buildings (simple or procedural)
............ Environment\Foliage
foliage
............ Environment\Props
various props
............ Environment\Sky
skies
............ Environment\Landscape
terrains assets
............ Environment\Water
water meshes and materials
Content\Gameplay
assets for various gameplay purposes
Content\PostProcess
post process chains and it’s assets
Content\Sound
sounds and sound cues
Content\UI
UI assets
Content\Vehicles
vehicles with effects
Content\Weapons
weapons with effects
# Folders by categories
Blueprints
blueprints
Meshes
static and skeletal meshes, physical assets
Materials
materials and instances
Textures
textures
Animations
animations
Particles
particle systems
LensFlares
flares
Sounds
sounds + cues
Morphs
morphs
FaceFX
FaceFX assets
# Assets names
Form:
(Prefix_)AssetName(_Number)(_Suffix)
Example:
T_Rock_01_D
Prefixes: (optional because of filters in content browser)
(by usage)
CH_
Characters
UI_
User Interface
VH_
Vehicles
WP_
Weapons
(by type)
BP_
Blueprint
SK_
Skeletal Mesh
SM_
Static Mesh
AD_
Apex Destructible Asset
AC_
Apex Cloth Asset
MT_
Morph Target
ST_
Speed Tree
PS_
Particle System
LF_
Lens Flare
VF_
Vector Field
S_
Sound
SC_
Sound Cue
M_
Material
MI_
Material Instance
MITV_
Material Instance Time Varying
MF_
Material Function
MPC_
Material Parameter Collection
T_
Texture
SP_
Sprite
SS_
Sprite Sheet
TC_
Texture Cube
RT_
Render Target
PM_
Physical Material
Suffixes:
(textures)
_BC
Base color
_MT
Metallic
_S
Specular
_R
Roughness
_N
Normal
_DP
Displacement
_AO
Ambient Occlusion
_H
Height Map
_FM
Flow Map
_L
Light Map (fake)
_M
Mask
(meshes)
_Physics
physics assets (generated name)
_FaceFX
FaceFx assets
(animations)
_BlendSpace
blend space (generated name)
_AnimBlueprint
animation blueprint (generated name)
# Texture Masks
RGB Mask for characters:
R = Metallic
G = Roughness
B = Subsurface Opacity
RGB Mask for character's Hair:
R = Hair Alpha
G = Specular/Roughness map
B = Anisotropic direction map
RGB Mask for environment:
R = Metallic
G = Roughness
B = Ambient Occlusion
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