Bulk rename
The Rename tab of the panel renames the assets selected in the Content Browser, or the actors selected in the level, with a live preview. Asset references are updated, and the last rename can be undone.
Rename assets
Section titled “Rename assets”-
Select assets in the Content Browser.
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In the panel, open the Rename tab. In the Target card, pick Assets (it loads the current selection), or click Use current selection to take the selection again.
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Set the rules in the Rename rule and Numbering cards. The New name column updates as you type, with the changed parts in green.
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Click Apply rename (N) and confirm. References are updated, and the renamed assets and the assets that reference them are saved right away, so no redirectors are left. Source control may ask to check files out.
Renamed assets stay in their folders. Undo last rename gives them their old names back (renaming them again, with references updated).
Rename actors
Section titled “Rename actors”Pick Level actors in the Target card to rename the actors selected in the level (their Outliner labels). Actor renames need no confirmation and are one undo step in the editor.
- Ctrl+Z and Ctrl+Y undo and redo it while the panel has focus, also in a floating panel window. A text box you are typing in handles them first.
- Undo last rename reverts all of them, as long as the rename is still the last change in the editor. If something else was done since, it doesn’t undo that change; it warns “the actor rename is no longer the last change. Use Edit > Undo History.” Use Edit > Undo History then.
The rules are applied in this order:
| Step | Field | What it does |
|---|---|---|
| 1 | Remove first / Remove last | Removes that many characters (0–64) from the start or end. |
| 2 | Find / Replace | Replaces every occurrence. Not case-sensitive unless Match case is on. With Regex on, Find is a regular expression and Replace can use $1 … $9 (and $0 for the whole match). |
| 3 | Case | Keep, Cap_Parts (rock_big_01 → Rock_Big_01), Pascal (rock_large → RockLarge), UPPER or lower. |
| 4 | Prefix / Suffix | Added as typed, for example SM_ or _LOD0. |
| 5 | Numbering | With On checked in the Numbering card, appends a running number to the checked rows, in list order: Start number (default 1), Step (default 1), Padding (default 2, zero-padded) and Separator (default _), giving _01, _02 … |
Reset rules clears every field.
Examples
Section titled “Examples”| Selection | Rules | Result |
|---|---|---|
rock_big_01, rock_small |
Prefix M_, Case Cap_Parts |
M_Rock_Big_01, M_Rock_Small |
Crate_Final_3, Crate_Old |
Find _?\d+$, Regex on, Replace empty, Numbering on |
Crate_Final_01, Crate_Old_02 |
Tmp_Crate_Final |
Remove first 4 | Crate_Final |
StaticMeshActor, StaticMeshActor1 … (actors) |
Find StaticMeshActor\d*, Regex on, Replace Crate, Numbering on |
Crate_01, Crate_02 … |
Preview
Section titled “Preview”Each row has a checkbox (all checked at first); unchecked rows are left as they are and skipped by the numbering. The columns are Asset (or the actor), Old name, New name, Status and Note.
| Status | Note |
|---|---|
| Valid | Will be renamed. |
| Unchanged | The rules don’t change this name, or the row is not checked. |
| Conflict | An asset with this name already exists, or only the case changes (rename in two steps; a case-only rename can clash on case-insensitive file systems). |
| Duplicate | Another row gets the same name. |
| Invalid | The engine’s error for the name, for example an empty or too long name. |
The chips All, Valid, Conflicts and Unchanged, Show only changed names and the Search names to preview… box filter the list. Only checked Valid rows are renamed. For actors, only an empty name is refused; duplicate actor labels are allowed.
Bulk rename follows the engine’s rules for names, not Asset Doctor’s naming table; run a scan afterwards to check the result.
See Python to rename from scripts.