네이밍 일반 규칙 General Naming Rules
모든 이름은 영어로 작성한다. All names in English.
공유된 애셋을 제외한 모든 애셋 종속체들은 같은 폴더에 있어야 한다. All asset dependencies should be in the same folder. (except for shared assets)
애셋형식은 이름의 접두사를 결정한다. Asset type determines prefix.
예) 블루프린트는 BP_로 시작한다. Blueprint is BP_assetname_01
텍스쳐같은 특정 형식은 부가형식을 특정하는 접미사를 사용한다. Certain types (eg. textures) use a suffix to specify sub-types.
예) 텍스쳐 노멀맵은 T_ ... _N이 된다. T_Grass_01_N for normal maps
식별자와 숫자를 구분하기 위해 이름 중간에 밑줄(_)을 사용한다. Use underscores to split type from identifier and numeric values.
예) SM_DoorHandle_01
숫자는 두 자리를 사용한다. Use numeric values with 2 digits.
예) SM_Pipe_01
접두사 Prefixes
애셋 형식, 접미사, 사용 예, 비고
Blueprint(블루프린트), BP_, BP_WallLight_01, Except for derived common classes: HUD / GameMode / Character
Blueprint Interface(블루프린트 인터페이스), BPI_, BPI_InventoryItem_01,
Material(머티리얼), M_, M_Grass_01,
Material Instance(머티리얼 인스턴스), MI_, MI_Grass_01,
Material Function(머티리얼 펑션), MF_, MF_CheapContrast, Not numbered
Material Parameter Collection(머티리얼 파라미터 콜렉션), MPC_, MPC_EnvironmentSettings_01,
Static Mesh(스태틱 메쉬), SM_, SM_Wall_01,
Skeletal Mesh(스케레털 메쉬), SK_, SK_Character_01,
Texture(텍스쳐), T_, T_Grass_01_D, Has suffix for texture types. See suffixes table.
Particle System(파티클 시스템), P_, P_Fire_01,
Physics Material(피지컬 머티리얼), _PhysMat, Dirt_PhysMat, Not numbered
Sound(사운드), S_, S_HitImpact_Mono_01, Include _Mono or _Stereo designations
Sound Cue(사운드 큐), S_*_Cue, S_HitImpact_01_Cue,
Attenuation(감쇠), _att, Explosion_att,
Enumeration(이뉴머레이션, 열거), E, EWeaponType, Not numbered. Similar to convention in code (enum EWeaponType)
Render Target(렌더 타겟), RT_, RT_CameraCapturePoint_01,
Vector/Float/Color Curve, Curve_, Curve_Recoil_AK47,
Camera Shake(카메라 쉐이크), CamShake_, CamShake_Landed,
User Widget(유저 위젯), Widget_, Widget_EnergyBar,
Font(폰트), Font_, Font_Roboto48, Font size is included in name.
접미사 Suffixes
-텍스쳐 Textures
※ 일단, 모든 텍스쳐 형식은 T_접두사를 쓴다. Texture types all use the T_ prefix.
Texture type, Suffix
Diffuse/Color Map, _D
Normal Map, _N
Emissive Map, _E
Mask Map, _M
Roughness Map, _R
Metallic Map, _MT
Specular, _S
Displacement, _DP
Ambient Occlusion, _AO
Height Map, _H
Flow Map, _F
Light Map (custom), _L
-애니메이션 Animation
이 형식은 접두사를 쓰지 않는다. These types have no prefix.
-애셋형식 접미사 Asset type, Suffix
Animation Blueprint, _AnimBP
Physics Asset, _Physics
Skeleton, _Skeleton
Blendspace, _BlendSpace
AnimMontage, _Montage
텍스쳐 마스크 Texture Masks
RGB Mask for environment:
R = Metallic
G = Roughness
B = Ambient Occlusion
콘텐츠 디렉토리 Content Directories
Content\AI, all AI specific content (blackboard – controller – pawn – tasks)
Content\Animations, All animations for characters
Content\Base, base assets (eg. master materials) material functions and other “foundations” assets
Content\Characters, character meshes / blueprints and skeletons.
Content\Experimental, development assets / mockup meshes / special textures and icons. Not part of final build
Content\Effects, particle effects and dependencies.
Content\Environment, environment assets (meshes – materials – textures)
Content\Gameplay, gameplay specific assets (eg. flag mesh & dependencies for Capture The Flag)
Content\Player, player specific content such as Pawns – Controllers
Content\Sounds, sounds and sound cues
Content\UI, menu and HUD assets
Content\Weapons, weapons and projectiles
Content\Vehicles, Vehicle content including meshes – blueprints – materials
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