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/
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