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/