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Modding/Naming conventions

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2023-12-14更新

    

最新编辑:丸丸辣

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更新日期:2023-12-14

  

最新编辑:丸丸辣

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模板:Guide

Rules for naming in the content browser.

Asset Naming

Assets are prefixed with a short acronym for their type to make identification outside of Unreal faster:

Type Prefix Suffix
Animation A_
Animation Blueprint ABP_
Animation Montage AM_
Aim Offset AO_
Blueprint BP_
Data Asset ClassName(DataAsset)_
Material M_ Material Naming
Material Instance MI_ Material Naming
Physics Asset PHYS_
Physical Material PM_
Skeletal Mesh SK_
Sound Attenuation ATT_
Sound Cue SQ_
Sound Wave SW_
Static Mesh SM_
Texture T_ Texture Naming
Widget Blueprint WBP_
  • Asset source files such as .psd or .blend should be suffixed with _Src. For example: SM_Prop_House_1stry_01_Src.blend
  • Mesh LODs are suffixed with _LOD#. For example: SM_Prop_House_1stry_01_LOD0.fbx

Material Naming

Use Suffix
Surface
Decal _D
Particle System _PS
Post Process _PP
User Interface _UI

Texture Naming

Use Suffix
Base Color _BC
Normal Map _N

模板:Navbox content (U4)