게임 개발/Unreal Engine

[UE4] 어셋 이름 규칙(Asset naming conversion)

지노윈 2022. 2. 17. 23:02
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일반적인 이름 규칙들

[AssetTypePrefix]_[AssetName]_[Descriptor]_[OptionalVariantLetterOrNumber]

접두어

General

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

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 effect

Asset Prefix
Particle System (Cascade) PS_
Niagara Emitter FXE_
Niagara System FXS_
Niagara Function FXF_

 

Skeletal Mesh Animations

Asset Prefix
Rig Rig_
Skeleton SKEL_
Montages AM_
Animation Sequence AS_
Blend Space BS_

 

Others

Asset Prefix
NDisplay Configuration NDC_
Level Sequence LS_
Sequencer Edits EDIT_
Media Source MS_
Media Output MO_
Media Player MP_
Media Profile MPR_
Level Snapshots SNAP_
Remote Control Preset RCP_

 

출처
https://docs.unrealengine.com/4.27/ko/ProductionPipelines/AssetNaming/
https://www.gamecoderblog.com/en/unreal-engine4/ue4-recommended-files-naming-convention
https://ikrima.dev/ue4guide/wip/assets-naming-convention/