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