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.