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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