Found this useful naming convention here: http://www.tomlooman.com/ue4-naming-convention/
| Asset Type | Prefix | Example | Comment |
|---|---|---|---|
| Blueprint | BP_ | BP_WallLight_01 | Except for derived common classes: HUD / GameMode / Character |
| Blueprint Interface | BPI_ | BPI_InventoryItem_01 | |
| Material | M_ | M_Grass_01 | |
| Material Instance | MI_ | MI_Grass_01 | |
| Material Function | MF_ | MF_CheapContrast | Not numbered |
| Material Parameter Collection | MPC_ | MPC_EnvironmentSettings_01 | |
| Static Mesh | SM_ | SM_Wall_01 | |
| Skeletal Mesh | SK_ | SK_Character_01 | |
| Texture | T_ | T_Grass_01_D | Has suffix for texture types. See suffixes table. |
| Particle System | P_ | P_Fire_01 | |
| Physics Material | _PhysMat | Dirt_PhysMat | Not numbered |
| Sound | S_ | S_HitImpact_Mono_01 | Include _Mono or _Stereo designations |
| Sound Cue | S_*_Cue | S_HitImpact_01_Cue | |
| Attenuation | _att | Explosion_att | |
| Enumeration | E | EWeaponType | Not numbered. Similar to convention in code (enum EWeaponType) |
| Render Target | RT_ | RT_CameraCapturePoint_01 | |
| Vector/Float/Color Curve | Curve_ | Curve_Recoil_AK47 | |
| Camera Shake | CamShake_ | CamShake_Landed | |
| User Widget | Widget_ | Widget_EnergyBar | |
| Font | Font_ | Font_Roboto48 | Font size is included in name. |
Texture types all use the T_ prefix.
| Texture type | Suffix |
|---|---|
| Diffuse/Color Map | _D |
| Normal Map | _N |
| Emissive Map | _E |
| Mask Map | _M |
| Roughness Map | _R |
| Metallic Map | _MT |
| Specular | _S |
| Displacement | _DP |
| Ambient Occlusion | _AO |
| Height Map | _H |
| Flow Map | _F |
| Light Map (custom) | _L |
These types have no prefix.
| Asset type | Suffix |
|---|---|
| Animation Blueprint | _AnimBlueprint |
| Physics Asset | _Physics |
| Skeleton | _Skeleton |
| Blendspace | _BlendSpace |
| AnimMontage | _Montage |
RGB Mask for environment:
| Directory | Content |
|---|---|
| Content\AI | all AI specific content (blackboard – controller – pawn – tasks) |
| Content\Base | base assets (eg. master materials) material functions and other "foundations" assets |
| Content\Characters | character meshes / blueprints and skeletons. |
| Content\Experimental | development assets / mockup meshes / special textures and icons. Not part of final build |
| Content\Effects | particle effects and dependencies. |
| Content\Environment | environment assets (meshes – materials – textures) |
| Content\Gameplay | gameplay specific assets (eg. flag mesh & dependencies for Capture The Flag) |
| Content\Sounds | sounds and sound cues |
| Content\UI | menu and HUD assets |
| Content\Weapons | weapons and projectiles |
Epic has set up a Coding Standards page at the Unreal documentation pages. Parts of this document were taken and/or modified from the naming convention page over at Unreal’s wiki.