Unreal Engine provides tools that generate code for you during the build process. These tools have some class naming expectations and will trigger warnings or errors if the names do not match the expectations. The list of class prefixes below delineates what the tools are expecting.
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Classes derived from Actor prefixed with A, e.g. AController.
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Classes derived from Object are prefixed with U, e.g. UComponent.
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Enums are prefixed with E, e.g. EFortificationType.
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Interface classes are usually prefixed with I, e.g. IAbilitySystemInterface.
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Template classes are prefixed by T, e.g. TArray.
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Classes that derive from SWidget (Slate UI) are prefixed by S, e.g. SButton.
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Everything else is prefixed by the letter F, e.g. FVector.