Naming Conventions

This document intends to explain the naming convention used in this art pack, it can be useful to reference this document when trying to find specific files within the project.

Terminology

These are naming conventions that are specific for this art pack.

Prefix
Full Name Explanation
Description

TP_

Third Person View

This prefix is used for animations that are made to be seen from a third person perspective.

FP_

First Person View

This prefix is used for animations that are made to be seen from a first person perspective.

PCH_

Player Character

This prefix is used for animations that are meant to be played on the controllable player character.

CH_

Character

This prefix is used for animations that are meant to be played on non player characters, such as AI enemies for example.

WEP_

Weapon

This prefix is used for animations that are made specifically for the custom gun skeletons, such as fire and reloads.

_ATT

Attachment

This term is used for weapon attachment meshes such as grips, scopes, and lasers.

_LPAMG

Low Poly Animated Modern Guns

This term is used to quickly identify assets that are associated with the Low Poly Animated Modern Guns art pack (useful to quickly locate asset files in bigger projects with many other files).

_AN

Animation Notify

This term is used to quickly identify blueprint assets that are used as animation notifies.

Asset Naming Conventions

Animations

Asset Type
Prefix
Suffix
Example
Description

Animation

A_

A_FP_WEP_X13_Holster

This prefix is used to quickly identify animation files.

Animation Montage

AM_

AM_LPAMG_FP_WEP_X13_Holster

This prefix is used to quickly identify animation montage files.

Blend Space

BS_

BS_LPAMG_FP_PCH_Walking

This prefix is used to quickly identify blend space files.

Meshes

Asset Type
Prefix
Suffix
Example
Descriptio

Skeletal Mesh

SK_

SK_LPAMG_Arms_Base

This prefix is used for all skeletal meshes (meshes that are skinned to a skeleton, for example the character).

Skeleton

SKEL_

SKEL_LPAMG_Character

This prefix is used for all skeleton assets, this is the file that contains the bone hierarchy of the skeletal mesh.

Physics Asset

PA_

PA_LPAMG_Arms_Base

Used for all physics assets, this is the file that contains the physics/collision setup for skeletal meshes.

Static Mesh

SM_

SM_LPAMG_Bullet_9mm

Used to quickly identify static mesh files, these files may have custom naming conventions from time to time, for example the weapon attachments use "ATT" in order to easily identify them.

Textures

Asset Type
Prefix
Suffix
Example
Description

Texture (Diffuse)

T_

_D

T_LPAMG_WEP_Camo_Desert_D

The prefix is used to identify texture files, the suffix determines what type of texture it is.

Texure (Roughness)

T_

_R

T_LPAMG_WEP_Camo_Desert_R

The prefix is used to identify texture files, the suffix determines what type of texture it is.

Texture (Normal)

T_

_N

T_LPAMG_WEP_Camo_Desert_N

The prefix is used to identify texture files, the suffix determines what type of texture it is.

Texture Icon (HUD)

T_LPAMG_HUD_

T_LPAMG_HUD_X13_Body

This prefix is used for UI/HUD icon textures.

Materials

Asset Type
Prefix
Suffix
Example
Description

Material

M_

M_LPAMG_Weapon

This prefix is used to identify base material files.

Material Instance

MI_

MI_LPAMG_WEP_Camo_Desert

This prefix is used to identify material instance files.

Physics Material

PM_

PM_Metal

This prefix is used to identify physics material files.

Particle Effects

Asset Type
Prefix
Suffix
Example
Description

Particle System

PS_

PS_Explosion_01

This prefix is used to identify particle system files.

Audio

Asset Type
Prefix
Suffix
Example
Description

Sound Cue

SC_

SC_FP_WEP_X13_Reload

This prefix is used to identify sound cue files, is usually combined with other prefixes such as "FP" or "WEP" in order to further specify how it is used.

Sound Wave

S_

S_FP_WEP_X13_Reload

This prefix is used to identify sound wave files, is usually combined with other prefixes such as "FP" or "WEP" in order to further specify how it is used.

Reverb Effect

RE_

RE_LPAMG_Reverb

This prefix is used to identify reverb effect files.

Levels/Maps

Asset Type
Prefix
Suffix
Example
Description

Level

L_

L_LPAMG_Showcase_Animations

This prefix is used to identify level files, is usually combined with other prefixes such as "LPAMG" or "Demo" in order to further specify how it is used.

Blueprints

Asset Type
Prefix
Suffix
Example
Description

Blueprint

BP_

BP_LPAMG_PCH

This prefix is used to identify blueprint files, is usually combined with other prefixes such as "LPAMG" or "PCH" in order to further specify how it is used.

Blueprint Interface

BPI_

BPI_LPAMG_WEP

This prefix is used to identify blueprint interface files, is usually combined with other prefixes such as "LPAMG" or "PCH" in order to further specify how it is used.

Widget Blueprint

WBP_

WBP_LPAMG_Interface

This prefix is used to identify widget blueprint files, these files are usually used for the user interface.

Animation Blueprint

ABP_

ABP_LPAMG_FP_PCH

This prefix is used to identify animation blueprint files, these files are used to control and play animations on the player character and wepon skeletons.

Structure

S_

S_LPAMG_WEP_Sounds

This prefix is used to identify structure files. These files contain data.


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