A Beginners guide to ue4
Assets names (or naming conventions)
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
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