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Naming Conventions

Format: Prefix_AssetName_Variant (PascalCase, no spaces).

Prefix Type Example
SM_ Static mesh SM_HP_PaperLantern_A
SK_ Skeletal mesh SK_Player_Base
SKEL_ Skeleton SKEL_Humanoid
PA_ Physics asset PA_Player
ABP_ Anim Blueprint ABP_Player
AM_ Anim montage AM_Katana_Light_01
A_ Anim sequence A_Player_Idle
BP_ Blueprint BP_Shardling
M_ / MI_ Material / instance M_Toon_Master, MI_Player_Hair
T_ Texture (suffixes _D, _N, _M, _E, _Ramp) T_Player_Hair_Ramp
NS_ Niagara system NS_Reaction_Steamburst
GA_ / GE_ / GC_ Gameplay Ability / Effect / Cue GA_Echo_Aoi_Skill
DT_ / DA_ DataTable / DataAsset DT_Weapons, DA_Echo_Aoi
WBP_ Widget Blueprint WBP_HUD
LI_ / L_ Level Instance / Level LI_Rift_Room_Combat_03, L_VerdantShoals
SFX_ / MUS_ / VO_ Audio MUS_TidepoolOverture

Region codes: HP Hearthport, VS Verdant Shoals, KH Kiriyama, SA Sunken Archive, AE Ashfall, GW Glasswood, FS Frostspire, MS Moonscar, RK Rift kit.

Blender: object names match the target asset name. Collections are named EXPORT_<AssetName>, and the MCP export script exports one FBX per EXPORT_ collection.