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Naming convention.md

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2020-03-10_21:23:32

Naming convention

Classes, structs, and other types in an Unreal Engine projects should be prefixed according to the following:

  • A: Classes inheriting from Actor.
  • U: Classes inheriting from UObject.
  • T: Template classes.
  • F: Other classes and structs.
  • E: Enum

Unreal trivia: What does the ‘F’ prefix on classes and structs stand for @ forums.unrealengine.com

Assets should be follow the following naming convention:

Template: <type>_<name>[_<revision>][_variant]

  • type: A abbreviation of the type of the asset.
  • name: A user-defined name.
  • revision: A counter for how many revisions of the asset there has been. Optional.
  • variant: Used if several assets of the same type is required to make a whole. Optional.

Some examples:

  • BP_<name>: Blueprint class.
  • M_<name>: Material.
  • MF_<name>: Material function.
  • MI_<name>: Material instance.
  • SKM_<name>: Skeletal mesh.
  • SM_<name>: Static mesh.
  • T_<name>: Texture.
  • T_<name>_D: Texture containing diffuse colors.
  • T_<name>_BC: Texture containing base colors.
  • T_<name>_N: Texture containing normals.