目录
一、使用字符命名注意事项
1.1 非法字符
1.2 合法字符
二、资产命名规范
2.1 基础资产
2.2 资产命名修饰符
Most Common
Animations
Artificial Intelligence
Blueprints
Materials
Textures
Miscellaneous
Paper 2D
Physics
Sounds
User Interface
Effects
原文链接
一、使用字符命名注意事项
1.1 非法字符
- 任何类型的空白
- 向后斜杠
\
#!@$%
等符号- 任何 Unicode 字符
1.2 合法字符
- ABCDEFGHIJKLMNOPQRSTUVWXYZ
- abcdefghijklmnopqrstuvwxyz
- 1234567890
- _(谨慎使用)
二、资产命名规范
2.1 基础资产
例如:Bob
Asset Type | Asset Name |
---|
Skeletal Mesh | SK_Bob |
Material | M_Bob |
Texture (Diffuse/Albedo) | T_Bob_D |
Texture (Normal) | T_Bob_N |
Texture (Evil Diffuse) | T_Bob_Evil_D |
例如:Rocks
Asset Type | Asset Name |
---|
Static Mesh (01) | S_Rock_01 |
Static Mesh (02) | S_Rock_02 |
Static Mesh (03) | S_Rock_03 |
Material | M_Rock |
Material Instance (Snow) | MI_Rock_Snow |
2.2 资产命名修饰符
Most Common
Asset Type | Prefix | Suffix | Notes |
---|
Level / Map | | | Should be in a folder called Maps. |
Level (Persistent) | | _P | |
Level (Audio) | | _Audio | |
Level (Lighting) | | _Lighting | |
Level (Geometry) | | _Geo | |
Level (Gameplay) | | _Gameplay | |
Blueprint | BP_ | | |
Material | M_ | | |
Static Mesh | S_ | | Many use SM_. We use S_. |
Skeletal Mesh | SK_ | | |
Texture | T_ | _? | See Textures |
Particle System | PS_ | | |
Widget Blueprint | WBP_ | |
Animations
Asset Type | Prefix | Suffix | Notes |
---|
Aim Offset | AO_ | | |
Aim Offset 1D | AO_ | | |
Animation Blueprint | ABP_ | | |
Animation Composite | AC_ | | |
Animation Montage | AM_ | | |
Animation Sequence | A_ | | |
Blend Space | BS_ | | |
Blend Space 1D | BS_ | | |
Level Sequence | LS_ | | |
Morph Target | MT_ | | |
Paper Flipbook | PFB_ | | |
Rig | Rig_ | | |
Skeletal Mesh | SK_ | | |
Skeleton | SKEL_ | |
Artificial Intelligence
Asset Type | Prefix | Suffix | Notes |
---|
AI Controller | AIC_ | | |
Behavior Tree | BT_ | | |
Blackboard | BB_ | | |
Decorator | BTDecorator_ | | |
Service | BTService_ | | |
Task | BTTask_ | | |
Environment Query | EQS_ | | |
EnvQueryContext | EQS_ | Context |
Blueprints
Asset Type | Prefix | Suffix | Notes |
---|
Blueprint | BP_ | | |
Blueprint Component | BP_ | Component | I.e. BP_InventoryComponent |
Blueprint Function Library | BPFL_ | | |
Blueprint Interface | BPI_ | | |
Blueprint Macro Library | BPML_ | | Do not use macro libraries if possible. |
Enumeration | E | | No underscore. |
Structure | F or S | | No underscore. |
Tutorial Blueprint | TBP_ | | |
Widget Blueprint | WBP_ | |
Materials
Asset Type | Prefix | Suffix | Notes |
---|
Material | M_ | | |
Material (Post Process) | PP_ | | |
Material Function | MF_ | | |
Material Instance | MI_ | | |
Material Parameter Collection | MPC_ | | |
Subsurface Profile | SP_ | | |
Physical Materials | PM_ | | |
Decal | M_, MI_ | _Decal |
Textures
Asset Type | Prefix | Suffix | Notes |
---|
Texture | T_ | | |
Texture (Diffuse/Albedo/Base Color) | T_ | _D | |
Texture (Normal) | T_ | _N | |
Texture (Roughness) | T_ | _R | |
Texture (Alpha/Opacity) | T_ | _A | |
Texture (Ambient Occlusion) | T_ | _O | |
Texture (Bump) | T_ | _B | |
Texture (Emissive) | T_ | _E | |
Texture (Mask) | T_ | _M | |
Texture (Specular) | T_ | _S | |
Texture (Metallic) | T_ | _M | |
Texture (Packed) | T_ | _* | See notes below about packing. |
Texture Cube | TC_ | | |
Media Texture | MT_ | | |
Render Target | RT_ | | |
Cube Render Target | RTC_ | | |
Texture Light Profile | TLP | |
Miscellaneous
Asset Type | Prefix | Suffix | Notes |
---|
Animated Vector Field | VFA_ | | |
Camera Anim | CA_ | | |
Color Curve | Curve_ | _Color | |
Curve Table | Curve_ | _Table | |
Data Asset | *_ | | Prefix should be based on class. |
Data Table | DT_ | | |
Float Curve | Curve_ | _Float | |
Foliage Type | FT_ | | |
Force Feedback Effect | FFE_ | | |
Landscape Grass Type | LG_ | | |
Landscape Layer | LL_ | | |
Matinee Data | Matinee_ | | |
Media Player | MP_ | | |
File Media Source | FMS_ | | |
Object Library | OL_ | | |
Redirector | | | These should be fixed up ASAP. |
Sprite Sheet | SS_ | | |
Static Vector Field | VF_ | | |
Substance Graph Instance | SGI_ | | |
Substance Instance Factory | SIF_ | | |
Touch Interface Setup | TI_ | | |
Vector Curve | Curve_ | _Vector |
Paper 2D
Asset Type | Prefix | Suffix | Notes |
---|
Paper Flipbook | PFB_ | | |
Sprite | SPR_ | | |
Sprite Atlas Group | SPRG_ | | |
Tile Map | TM_ | | |
Tile Set | TS_ | |
Physics
Asset Type | Prefix | Suffix | Notes |
---|
Physical Material | PM_ | | |
Physics Asset | PHYS_ | | |
Destructible Mesh | DM_ | |
Sounds
Asset Type | Prefix | Suffix | Notes |
---|
Dialogue Voice | DV_ | | |
Dialogue Wave | DW_ | | |
Media Sound Wave | MSW_ | | |
Reverb Effect | Reverb_ | | |
Sound Attenuation | ATT_ | | |
Sound Class | | | No prefix/suffix. Should be put in a folder called SoundClasses |
Sound Concurrency | | _SC | Should be named after a SoundClass |
Sound Cue | A_ | _Cue | |
Sound Mix | Mix_ | | |
Sound Wave | A_ | |
User Interface
Asset Type | Prefix | Suffix | Notes |
---|
Font | Font_ | | |
Slate Brush | Brush_ | | |
Slate Widget Style | Style_ | | |
Widget Blueprint | WBP_ | |
Effects
Asset Type | Prefix | Suffix | Notes |
---|
Particle System | PS_ | | |
Material (Post Process) | PP_ | |
原文链接
GitHub - Allar/ue5-style-guide: An attempt to make Unreal Engine 4 projects more consistent