Legacy/Assets Naming Convention

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 shared assets).

Assets folders

Maps

  • Content/Maps: parent maps folder

    • ... Maps/Episode(_Number): game episodes, where (_Number) is 01, 02, 03, etc

    • ... Maps/TestMaps: test maps, maps prototypes and other levels not for production.

Assets

  • Content/Base: basic materials, material functions and other "foundation" assets

  • Content/Characters: folder for characters

    • ... Characters/NPC: NPCs

    • ... Characters/Player: player character(s)

  • Content/Dev: development assets, like objects icons, special meshes and textures, etc

  • Content/Effects: various shared effects

  • Content/Environment: environment assets

    • ... Environment/Background: backgrounds

    • ... Environment/Buildings: buildings (simple or procedural)

    • ... Environment/Foliage: foliage

    • ... Environment/Props: various props

    • ... Environment/Sky: skies

    • ... Environment/Landscape: terrains assets

    • ... Environment/Water: water meshes and materials

  • Content/Gameplay: assets for various gameplay purposes

  • Content/PostProcess: post process chains and it's assets

  • Content/Sound: sounds and sound cues

  • Content/UI: UI assets

  • Content/Vehicles: vehicles with effects

  • Content/Weapons: weapons with effects

Folders by categories

  • Blueprints: blueprints

  • Meshes: static and skeletal meshes, physical assets

  • Materials: materials and instances

  • Textures: textures

  • Animations: animations

  • Particles: particle systems

  • LensFlares: flares

  • Sounds: sounds + cues

  • Morphs: morphs

  • 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:

  • 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

Meshes:

  • _Physics: physics assets (generated name)

  • _FaceFX: FaceFx assets

Animations:

  • _BlendSpace: blend space (generated name)

  • _AnimBlueprint: animation blueprint (generated name)

Texture Masks

RGB Mask for characters:

  • R = Metallic

  • G = Roughness

  • B = Subsurface Opacity

RGB Mask for character's Hair:

  • R = Hair Alpha

  • G = Specular/Roughness map

  • B = Anisotropic direction map

RGB Mask for environment:

  • R = Metallic

  • G = Roughness

  • B = Ambient Occlusion

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