Recommended Asset Naming Conventions

A recommended naming convention to help organize your Assets.

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As you develop projects in Unreal Engine (UE) , the list of Assets in your Content Browser will expand. This runs the risk of creating redundant variations of assets you're experimenting with, or introducing ambiguity with overly similar names. For example, it is possible for you to have a folder named "Soldier" with a Blueprint, a texture, and a model that all have the name "Soldier" in them, but no clear way to tell which is which in a simple list.

For large projects, we recommend you establish a common naming convention for individual Assets early in development. This will make it easier for you and your team to locate files and prevent potential conflicts or ambiguity. The naming convention described below reflects how Epic Games names Assets in sample projects, such as the In-Camera VFX Production Test .

    [AssetTypePrefix]_[AssetName]_[Descriptor]_[OptionalVariantLetterOrNumber]
  • AssetTypePrefix identifies the type of Asset, refer to the table below for details.

  • AssetName is the Asset's name.

  • Descriptor provides additional context for the Asset, to help identify how it is used. For example, whether a texture is a normal map or an opacity map.

  • OptionalVariantLetterOrNumber is optionally used to differentiate between multiple versions or variations of an asset.

Consider using this naming convention for your own project's Assets, as it will provide multiple ways for your team to locate an Asset when searching the Content Browser.

This naming convention is only a recommendation to simplify setting up your project. Your requirements will always take precedence, and it is likely that you won't use all of these Asset types in your Project.

Recommended Asset Prefixes

This list is not exhaustive, as new features can require new Asset types. If you are using an Asset type not listed, use the existing list as a guideline for your naming convention for that Asset.

Asset

Prefix

General

HDRI

HDR_

Material

M_

Material Instance

MI_

Physics Asset

PHYS_

Physics Material

PM_

Post Process Material

PPM_

Skeletal Mesh

SK_

Static Mesh

SM_

Texture

T_

OCIO Profile

OCIO_

Actor Component

AC_

Animation Blueprint

ABP_

Blueprint Interface

BI_

Blueprint

BP_

Curve Table

CT_

Data Table

DT_

Enum

E_

Structure

F_

Widget Blueprint

WBP_

Particle System (Cascade)

PS_

Niagara Emitter

FXE_

Niagara System

FXS_

Niagara Function

FXF_

Rig

Rig_

Skeleton

SKEL_

Montages

AM_

Animation Sequence

AS_

Blend Space

BS_

NDisplay Configuration

NDC_

Level Sequence

LS_

Sequencer Edits

EDIT_

Media Source

MS_

Media Output

MO_

Media Player

MP_

Media Profile

MPR_

Other

Level Snapshots

SNAP_

Remote Control Preset

RCP_

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