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.
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
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
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
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
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
Particle System
PS_
PS_Explosion_01
This prefix is used to identify particle system files.
Audio
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
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
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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