Naming presets
The Naming.Convention rule checks asset names against the Naming Rules table in Project Settings > Plugins > ta Asset Doctor > Naming. You can start from a preset and adjust the table to your project.
Presets
Section titled “Presets”Choose a preset with Naming Preset:
| Preset | Based on |
|---|---|
| Epic Recommended (default) | Epic’s “Recommended Asset Naming Conventions” for Unreal Engine projects (SM_, SK_, T_, M_, MI_, BP_, WBP_, ABP_, AC_, BI_, FXS_, …) |
| Allar Style Guide | Allar’s UE5 Style Guide, section 1.2 “Asset Name Modifiers” (S_, A_, BPI_, BPFL_, Curve_ … _Float, A_ … _Cue, …) |
| Custom | Your own table |
Picking Epic Recommended or Allar Style Guide replaces the whole table with that preset. When you edit the table, Naming Preset switches to Custom automatically. Picking Custom keeps the current table as it is.
Rows whose description ends in “(community)” cover asset types that the source guide doesn’t list.
How the table works
Section titled “How the table works”Each row has these fields:
| Field | Meaning |
|---|---|
| Description | Name of the asset type, used in messages such as “Static Mesh names should start with ‘SM_’.” If empty, the class name is used. |
| Asset Class | The asset class the row applies to, for example /Script/Engine.StaticMesh. Rows without a class are ignored. Classes from plugins that are not enabled are ignored too. |
| Include Subclasses | When enabled (default), the row also applies to subclasses of Asset Class. |
| Blueprint Kind | For Blueprint assets only: Any (default), Normal, Interface, Function Library or Macro Library. |
| Blueprint Parent Class | For Blueprint assets only: the row applies only to Blueprints whose native parent class derives from this class, for example ActorComponent. |
| Prefix | Required prefix. Separate alternatives with commas (M_,PPM_). Auto-fix uses the first one. Leave empty to check only the suffix. |
| Suffix | Optional required suffix. Separate alternatives with commas. Auto-fix uses the first one. |
The most specific row wins
Section titled “The most specific row wins”An asset is checked against one row only: the most specific row that matches it. Rows are ranked like this:
- Asset class depth: a row for a more derived class beats a row for one of its parent classes. For example, the
WidgetBlueprintrow (WBP_) beats theBlueprintrow (BP_) for Widget Blueprints, and in the Epic preset the Render Target row (RT_) beats the Texture row (T_,HDR_) for render targets. - Blueprint Kind: among rows for the same class, a row with a matching Blueprint Kind ranks higher. A Blueprint Interface gets
BI_instead ofBP_in the Epic preset. - Blueprint Parent Class: a row with a matching parent class ranks higher, and a more derived parent class ranks higher than a less derived one. An Actor Component Blueprint gets
AC_in the Epic preset.
If two rows rank the same, the one that comes first in the table wins. Assets that no row matches are not checked by Naming.Convention.
A row with a Blueprint Kind other than Any, or with a Blueprint Parent Class, never matches assets that aren’t Blueprints. The parent class is checked against the Blueprint’s native (C++) parent, so a Blueprint that inherits from another Blueprint is matched through its first C++ ancestor.
How names are checked
Section titled “How names are checked”- Prefixes and suffixes are case-sensitive:
sm_Rockdoesn’t passSM_. - The name must be longer than the prefix or suffix: an asset called just
SM_doesn’t pass. - A prefix that doesn’t end in
_(such asEorFin the Allar preset) must be followed by an upper case letter.EWeaponTypepasses,Explosiondoesn’t.
How auto-fix builds the new name
Section titled “How auto-fix builds the new name”When a name doesn’t pass, Asset Doctor computes a suggested name and offers it as a rename fix:
- Prefix: if the prefix is wrong and the name starts with a known prefix, that prefix is removed first, so prefixes are replaced instead of stacked. Known prefixes are all prefixes ending in
_from your table and from both built-in presets. They are compared case-insensitively, longest first. Then the row’s first prefix is added. If that prefix doesn’t end in_, the first letter of the rest of the name is made upper case. - Suffix: if the suffix is wrong and the name ends with one of the row’s suffixes in a different case, that ending is removed. Then the row’s first suffix is appended.
- Characters: the result is cleaned up like the
Naming.InvalidCharactersfix. Common accented letters are replaced with ASCII letters (ş→s,ı→i,ö→o, …), other invalid characters become_, and leading and trailing underscores are removed.
If the result is empty or the same as the current name, the issue has no auto-fix.
| Preset | Asset type | Current name | New name |
|---|---|---|---|
| Epic Recommended | Static Mesh | Rock |
SM_Rock |
| Epic Recommended | Static Mesh | S_Rock |
SM_Rock |
| Epic Recommended | Static Mesh | sm_Rock |
SM_Rock |
| Epic Recommended | Static Mesh | Kaya Taşı |
SM_Kaya_Tasi |
| Epic Recommended | Skeletal Mesh | SM_Hero |
SK_Hero |
| Allar Style Guide | Float Curve | Speed |
Curve_Speed_Float |
| Allar Style Guide | Float Curve | Curve_Speed_float |
Curve_Speed_Float |
| Allar Style Guide | Enumeration | weaponType |
EWeaponType |
| Allar Style Guide | Enumeration | E_WeaponType |
EWeaponType |
The rename keeps the asset in its folder. It is skipped if an asset with the new name already exists there.
Epic Recommended table
Section titled “Epic Recommended table”All rows have Include Subclasses enabled.
| Asset type | Prefix | Suffix |
|---|---|---|
| Blueprint | BP_ |
– |
| Blueprint Interface | BI_ |
– |
| Actor Component Blueprint | AC_ |
– |
| Animation Blueprint | ABP_ |
– |
| Widget Blueprint | WBP_ |
– |
| Editor Utility Widget (community) | EUW_ |
– |
| Editor Utility Blueprint (community) | EUB_ |
– |
| Control Rig | Rig_,CR_ |
– |
| Control Rig (runtime asset) | Rig_,CR_ |
– |
| Curve Table | CT_ |
– |
| Data Table | DT_ |
– |
| Enum | E_ |
– |
| Structure | F_ |
– |
| Material | M_,PPM_ |
– |
| Material Instance | MI_ |
– |
| Physics Asset | PHYS_ |
– |
| Physical Material | PM_ |
– |
| Skeletal Mesh | SK_ |
– |
| Static Mesh | SM_ |
– |
| Texture | T_,HDR_ |
– |
| Render Target (community) | RT_ |
– |
| Media Texture (community) | MT_ |
– |
| Niagara System | FXS_ |
– |
| Niagara Emitter | FXE_ |
– |
| Skeleton | SKEL_ |
– |
| Animation Montage | AM_ |
– |
| Animation Sequence | AS_ |
– |
| Blend Space | BS_ |
– |
| Level Sequence | LS_ |
– |
| Media Source | MS_ |
– |
| Media Player | MP_ |
– |
| Remote Control Preset | RCP_ |
– |
Blueprint restrictions in this preset:
- Blueprint Interface: Blueprint Kind Interface.
- Actor Component Blueprint: Blueprint Parent Class ActorComponent.
Allar Style Guide table
Section titled “Allar Style Guide table”All rows have Include Subclasses enabled.
Blueprints
Section titled “Blueprints”| Asset type | Prefix | Suffix |
|---|---|---|
| Blueprint | BP_ |
– |
| Blueprint Component | BP_ |
Component |
| Blueprint Function Library | BPFL_ |
– |
| Blueprint Interface | BPI_ |
– |
| Blueprint Macro Library | BPML_ |
– |
| Enumeration | E |
– |
| Structure | F,S |
– |
| Widget Blueprint | WBP_ |
– |
| Editor Utility Widget (community) | EUW_ |
– |
| Editor Utility Blueprint (community) | EUB_ |
– |
Artificial Intelligence
Section titled “Artificial Intelligence”| Asset type | Prefix | Suffix |
|---|---|---|
| AI Controller | AIC_ |
– |
| Behavior Tree Decorator | BTDecorator_ |
– |
| Behavior Tree Service | BTService_ |
– |
| Behavior Tree Task | BTTask_ |
– |
| Environment Query Context | EQS_ |
Context |
| Behavior Tree | BT_ |
– |
| Blackboard | BB_ |
– |
| Environment Query | EQS_ |
– |
Animations
Section titled “Animations”| Asset type | Prefix | Suffix |
|---|---|---|
| Aim Offset | AO_ |
– |
| Aim Offset 1D | AO_ |
– |
| Animation Blueprint | ABP_ |
– |
| Animation Composite | AC_ |
– |
| Animation Montage | AM_ |
– |
| Animation Sequence | A_ |
– |
| Blend Space | BS_ |
– |
| Level Sequence | LS_ |
– |
| Control Rig | Rig_ |
– |
| Control Rig (runtime asset) | Rig_ |
– |
| Skeletal Mesh | SK_ |
– |
| Skeleton | SKEL_ |
– |
Materials
Section titled “Materials”| Asset type | Prefix | Suffix |
|---|---|---|
| Material | M_,PP_ |
– |
| Material Function | MF_ |
– |
| Material Instance | MI_ |
– |
| Material Parameter Collection | MPC_ |
– |
| Subsurface Profile | SP_ |
– |
| Physical Material | PM_ |
– |
Textures
Section titled “Textures”| Asset type | Prefix | Suffix |
|---|---|---|
| Texture | T_ |
– |
| Texture Cube | TC_ |
– |
| Media Texture | MT_ |
– |
| Render Target | RT_ |
– |
| Cube Render Target | RTC_ |
– |
| Texture Light Profile | TLP_ |
– |
Meshes and physics
Section titled “Meshes and physics”| Asset type | Prefix | Suffix |
|---|---|---|
| Static Mesh | S_ |
– |
| Physics Asset | PHYS_ |
– |
Effects
Section titled “Effects”| Asset type | Prefix | Suffix |
|---|---|---|
| Particle System | PS_ |
– |
| Niagara System (community) | NS_ |
– |
| Niagara Emitter (community) | NE_ |
– |
Miscellaneous
Section titled “Miscellaneous”| Asset type | Prefix | Suffix |
|---|---|---|
| Color Curve | Curve_ |
_Color |
| Float Curve | Curve_ |
_Float |
| Vector Curve | Curve_ |
_Vector |
| Curve Table | Curve_ |
_Table |
| Data Table | DT_ |
– |
| Foliage Type | FT_ |
– |
| Force Feedback Effect | FFE_ |
– |
| Landscape Grass Type | LG_ |
– |
| Landscape Layer | LL_ |
– |
| Media Player | MP_ |
– |
| File Media Source | FMS_ |
– |
| Object Library | OL_ |
– |
| Touch Interface Setup | TI_ |
– |
| Static Vector Field | VF_ |
– |
| Animated Vector Field | VFA_ |
– |
Paper 2D
Section titled “Paper 2D”| Asset type | Prefix | Suffix |
|---|---|---|
| Paper Flipbook | PFB_ |
– |
| Sprite | SPR_ |
– |
| Tile Map | TM_ |
– |
| Tile Set | TS_ |
– |
Sounds
Section titled “Sounds”| Asset type | Prefix | Suffix |
|---|---|---|
| Dialogue Voice | DV_ |
– |
| Dialogue Wave | DW_ |
– |
| Reverb Effect | Reverb_ |
– |
| Sound Attenuation | ATT_ |
– |
| Sound Concurrency | – | _SC |
| Sound Cue | A_ |
_Cue |
| Sound Mix | Mix_ |
– |
| Sound Wave | A_ |
– |
User Interface
Section titled “User Interface”| Asset type | Prefix | Suffix |
|---|---|---|
| Font | Font_ |
– |
| Slate Brush | Brush_ |
– |
| Slate Widget Style | Style_ |
– |
Blueprint restrictions in this preset:
- Blueprint Component: Blueprint Parent Class ActorComponent.
- Blueprint Function Library: Blueprint Kind Function Library.
- Blueprint Interface: Blueprint Kind Interface.
- Blueprint Macro Library: Blueprint Kind Macro Library.
- AI Controller: Blueprint Parent Class AIController.
- Behavior Tree Decorator: Blueprint Parent Class BTDecorator.
- Behavior Tree Service: Blueprint Parent Class BTService.
- Behavior Tree Task: Blueprint Parent Class BTTaskNode.
- Environment Query Context: Blueprint Parent Class EnvQueryContext.