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
| Prefix | Asset 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
| Suffix | Map Type |
|---|---|
| _D | Diffuse/Base Color |
| _N | Normal |
| _R | Roughness |
| _M | Metallic |
| _E | Emissive |
| _A | Alpha/Opacity |
| _O | Ambient Occlusion |
| _ORM | Packed 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