【UE】命名规范

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 TypeAsset Name
Skeletal MeshSK_Bob
MaterialM_Bob
Texture (Diffuse/Albedo)T_Bob_D
Texture (Normal)T_Bob_N
Texture (Evil Diffuse)T_Bob_Evil_D

 例如:Rocks

Asset TypeAsset Name
Static Mesh (01)S_Rock_01
Static Mesh (02)S_Rock_02
Static Mesh (03)S_Rock_03
MaterialM_Rock
Material Instance (Snow)MI_Rock_Snow

2.2 资产命名修饰符

Most Common
Asset TypePrefixSuffixNotes
Level / MapShould be in a folder called Maps.
Level (Persistent)_P
Level (Audio)_Audio
Level (Lighting)_Lighting
Level (Geometry)_Geo
Level (Gameplay)_Gameplay
BlueprintBP_
MaterialM_
Static MeshS_Many use SM_. We use S_.
Skeletal MeshSK_
TextureT__?See Textures
Particle SystemPS_
Widget BlueprintWBP_
Animations
Asset TypePrefixSuffixNotes
Aim OffsetAO_
Aim Offset 1DAO_
Animation BlueprintABP_
Animation CompositeAC_
Animation MontageAM_
Animation SequenceA_
Blend SpaceBS_
Blend Space 1DBS_
Level SequenceLS_
Morph TargetMT_
Paper FlipbookPFB_
RigRig_
Skeletal MeshSK_
SkeletonSKEL_
Artificial Intelligence
Asset TypePrefixSuffixNotes
AI ControllerAIC_
Behavior TreeBT_
BlackboardBB_
DecoratorBTDecorator_
ServiceBTService_
TaskBTTask_
Environment QueryEQS_
EnvQueryContextEQS_Context
Blueprints
Asset TypePrefixSuffixNotes
BlueprintBP_
Blueprint ComponentBP_ComponentI.e. BP_InventoryComponent
Blueprint Function LibraryBPFL_
Blueprint InterfaceBPI_
Blueprint Macro LibraryBPML_Do not use macro libraries if possible.
EnumerationENo underscore.
StructureF or SNo underscore.
Tutorial BlueprintTBP_
Widget BlueprintWBP_
Materials 
Asset TypePrefixSuffixNotes
MaterialM_
Material (Post Process)PP_
Material FunctionMF_
Material InstanceMI_
Material Parameter CollectionMPC_
Subsurface ProfileSP_
Physical MaterialsPM_
DecalM_, MI__Decal
Textures
Asset TypePrefixSuffixNotes
TextureT_
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 CubeTC_
Media TextureMT_
Render TargetRT_
Cube Render TargetRTC_
Texture Light ProfileTLP
Miscellaneous
Asset TypePrefixSuffixNotes
Animated Vector FieldVFA_
Camera AnimCA_
Color CurveCurve__Color
Curve TableCurve__Table
Data Asset*_Prefix should be based on class.
Data TableDT_
Float CurveCurve__Float
Foliage TypeFT_
Force Feedback EffectFFE_
Landscape Grass TypeLG_
Landscape LayerLL_
Matinee DataMatinee_
Media PlayerMP_
File Media SourceFMS_
Object LibraryOL_
RedirectorThese should be fixed up ASAP.
Sprite SheetSS_
Static Vector FieldVF_
Substance Graph InstanceSGI_
Substance Instance FactorySIF_
Touch Interface SetupTI_
Vector CurveCurve__Vector
Paper 2D
Asset TypePrefixSuffixNotes
Paper FlipbookPFB_
SpriteSPR_
Sprite Atlas GroupSPRG_
Tile MapTM_
Tile SetTS_
Physics 
Asset TypePrefixSuffixNotes
Physical MaterialPM_
Physics AssetPHYS_
Destructible MeshDM_
Sounds
Asset TypePrefixSuffixNotes
Dialogue VoiceDV_
Dialogue WaveDW_
Media Sound WaveMSW_
Reverb EffectReverb_
Sound AttenuationATT_
Sound ClassNo prefix/suffix. Should be put in a folder called SoundClasses
Sound Concurrency_SCShould be named after a SoundClass
Sound CueA__Cue
Sound MixMix_
Sound WaveA_
User Interface
Asset TypePrefixSuffixNotes
FontFont_
Slate BrushBrush_
Slate Widget StyleStyle_
Widget BlueprintWBP_
Effects
Asset TypePrefixSuffixNotes
Particle SystemPS_
Material (Post Process)PP_

原文链接

GitHub - Allar/ue5-style-guide: An attempt to make Unreal Engine 4 projects more consistent

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