Asset Naming Guidelines for Organized Projects
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Asset Naming Guidelines
Asset Naming Guidelines for Organized Projects
As projects grow, so does the number of files and assets you create. Without a consistent naming approach,
the project quickly becomes harder to maintain: similar assets may appear with nearly identical names,
experimental versions might pile up, and identifying asset types at a glance becomes difficult.
A simple example of this issue is having several items called Table inside the same folder — a texture, a mesh,
a Blueprint, and so on. When viewed in a list, it’s unclear which file is which until you open them individually.
To prevent this, it’s useful to define a naming system at the start of development.
A predictable structure helps both you and your teammates quickly understand what an asset is, how it’s used,
and whether it’s the correct version. Below is a naming format commonly used in professional pipelines:
[Prefix]_[Name]_[Descriptor]_[Variant]
- Prefix – indicates the asset category (mesh, texture, Blueprint, etc.).
- Name – the core name of the object.
- Description – clarifies the asset’s technical or artistic type.
- Variant – optional letter or number used if there are multiple versions.
Using this pattern makes searching, filtering, and debugging much easier, especially on multi-person teams
or long-term projects. It is not a hard rule — your workflow may require modifications — but consistency
is the key factor regardless of the exact format.
Common Prefix Suggestions
General Assets
| Asset | Prefix |
| 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_ |
Blueprints & Data Assets
| Asset | Prefix |
| 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 / FX Assets (Niagara)
| Asset | Prefix |
| Niagara Emitter | FXE_ |
| Niagara System | FXS_ |
| Niagara Function | FXF_ |
Animation Assets
| Asset | Prefix |
| Rig | Rig_ |
| Skeleton | SKEL_ |
| Montage | AM_ |
| Animation Sequence | AS_ |
| Blend Space | BS_ |
Cinematics & Virtual Production
| Asset | Prefix |
| nDisplay Configuration | NDC_ |
| Level Sequence | LS_ |
| Sequencer Edits | EDIT_ |
Media Assets
| Asset | Prefix |
| Media Source | MS_ |
| Media Output | MO_ |
| Media Player | MP_ |
| Media Profile | MPR_ |
Miscellaneous
| Asset | Prefix |
| Level Snapshot | SNAP_ |
| Remote Control Preset | RCP_ |
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