Asset Naming Conventions
We use Unreal's naming conventions, plus some other recommendations:
Form: (Prefix_)AssetName(_Number)(_Suffix)
Example: T_Rock_01_D
Asset names
Prefixes:
(by usage)
CH_ Characters
UI_ User Interface
VH_ Vehicles
WP_ Weapons
(by type)
A_ Animations
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)