AgentSkillsCN

Asset Naming

创建、重命名或整理Unreal Engine资产。

SKILL.md
--- frontmatter
description: Creating, renaming, or organizing Unreal Engine assets

UE5 Asset Naming Conventions

Follow these naming conventions for all Unreal Engine 5 assets.

Naming Pattern

code
Prefix_BaseAssetName_Variant_Suffix
  • Prefix: Asset type identifier (required)
  • BaseAssetName: Descriptive name in PascalCase
  • Variant: Descriptive name or 2-digit number (01, 02) for variations
  • Suffix: Additional type info, especially for textures

Asset Type Prefixes

PrefixAsset Type
BP_Blueprint
M_Material
MI_Material Instance
SM_Static Mesh
SK_Skeletal Mesh
T_Texture
P_Particle System (Legacy)
S_Sound
RT_Render Target
A_Animation Sequence
ABP_Animation Blueprint
WBP_Widget Blueprint
NS_Niagara System
NE_Niagara Emitter

Texture Suffixes

SuffixMap Type
_DDiffuse/Base Color
_NNormal
_RRoughness
_MMetallic
_EEmissive
_AAlpha/Opacity
_OAmbient Occlusion
_ORMPacked AO/Roughness/Metallic

Rules

  • Use PascalCase for all identifiers
  • No spaces, Unicode, or special characters
  • Valid characters: [A-Za-z0-9_]+
  • Keep names descriptive but concise

Examples

code
SM_Rock_01
SM_Rock_Mossy_02
T_Rock_D
T_Rock_N
T_Rock_ORM
M_Rock_Master
MI_Rock_Mossy
BP_PickupItem_Health
WBP_MainMenu
NS_Explosion_Fire

Documentation: https://dev.epicgames.com/documentation/en-us/unreal-engine/recommended-asset-naming-conventions-in-unreal-engine-projects