2020-03-10_21:23:32
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.