Unreal Engine Asset Naming Conventions
A practical prefix cheat sheet for game artists: what to call a static mesh, skeletal mesh, material, texture, skeleton and bones so a project stays searchable, sortable and easy to hand over.
Based on the conventions Epic Games recommends — read the official documentation. Examples, texture suffixes and the Blender/Maya notes are N-hance School’s own production practice.
The naming pattern
Every asset name follows the same four-part shape, separated by underscores:
Prefix_AssetName_Descriptor_Variant
- Prefix — the asset type: SM_ for a static mesh, M_ for a material.
- AssetName — what the object is: Barrel, Knight, Campfire.
- Descriptor — how it is used, for example a normal map or a damaged state.
- Variant — optional letter or number for versions: 01, 02, A, B.
One barrel can therefore appear as SM_Barrel_01, T_Barrel_BC, T_Barrel_N and MI_Barrel_Wet, and every one of them sorts next to its siblings. The convention is a recommendation rather than an engine rule — agree on it before production starts, and extend the same pattern to any asset type not listed here.
Mesh, Material & Texture prefixes
The assets every game artist creates daily: static and skeletal meshes, materials, material instances and textures.
| Prefix | Asset type | Example |
|---|---|---|
| SM_ | Static MeshProps, architecture, any non-deforming geometry. | SM_Barrel_01 |
| SK_ | Skeletal MeshCharacters and anything skinned to bones. | SK_Knight_Body |
| M_ | MaterialUsually a parent (master) material. | M_Master_Stylized |
| MI_ | Material InstanceA child of a material; tweaks parameters only. | MI_Barrel_Wet |
| PPM_ | Post Process Material | PPM_Outline |
| PM_ | Physics Material | PM_Wood |
| T_ | TextureAdd a descriptor for the map type (see the texture section). | T_Barrel_BC |
| HDR_ | HDRI | HDR_Overcast_Sky |
| PHYS_ | Physics Asset | PHYS_Knight |
| OCIO_ | OCIO Profile | OCIO_Studio |
Skeleton, Rig & Animation prefixes
Everything attached to a character skeleton. Note the difference between SK_ (the mesh) and SKEL_ (the skeleton asset it is bound to).
| Prefix | Asset type | Example |
|---|---|---|
| SKEL_ | SkeletonShared by every mesh and animation that uses the same bones. | SKEL_Humanoid |
| Rig_ | Rig | Rig_Knight |
| AS_ | Animation Sequence | AS_Knight_Run |
| AM_ | Animation Montage | AM_Knight_Attack_01 |
| BS_ | Blend Space | BS_Knight_Locomotion |
| ABP_ | Animation Blueprint | ABP_Knight |
Blueprint & Data prefixes
Gameplay logic, UI widgets and data containers.
| Prefix | Asset type | Example |
|---|---|---|
| BP_ | Blueprint | BP_Door |
| AC_ | Actor Component | AC_Health |
| BI_ | Blueprint Interface | BI_Interactable |
| WBP_ | Widget Blueprint | WBP_MainMenu |
| DT_ | Data Table | DT_Items |
| CT_ | Curve Table | CT_Damage |
| E_ | Enum | E_Rarity |
| F_ | Structure | F_ItemStats |
VFX, Sequencer, Media & other prefixes
Niagara effects, cinematics, media playback and a few production helpers.
| Prefix | Asset type | Example |
|---|---|---|
| FXS_ | Niagara System | FXS_Campfire |
| FXE_ | Niagara Emitter | FXE_Sparks |
| FXF_ | Niagara Function | FXF_Wind |
| LS_ | Level Sequence | LS_Intro |
| EDIT_ | Sequencer Edits | EDIT_Trailer |
| MS_ / MO_ / MP_ / MPR_ | Media Source / Output / Player / Profile | MP_Billboard |
| NDC_ | nDisplay Configuration | NDC_Stage |
| SNAP_ | Level Snapshot | SNAP_Day |
| RCP_ | Remote Control Preset | RCP_Lighting |
Texture suffixes (descriptors)
Epic’s page defines the T_ prefix and the idea of a descriptor, but it does not publish a fixed list of suffixes. These are the ones most studios settle on — pick yours, then write them down.
| Suffix | Map |
|---|---|
| _BC | Base Color / Albedo |
| _N | Normal map |
| _ORM | Packed Occlusion / Roughness / Metallic |
| _R | Roughness (when not packed) |
| _M | Metallic (when not packed) |
| _AO | Ambient Occlusion (when not packed) |
| _E | Emissive |
| _O | Opacity / Mask |
Packed maps save memory and texture samples: one ORM texture replaces three separate greyscale files — see channel packing.
Bone and skeleton naming
The bone hierarchy lives in the skeleton asset (SKEL_), and every skeletal mesh (SK_) and animation (AS_, AM_) that uses it refers to bones by name. Treat these names as an API.
- Keep one casing style for the whole skeleton. Unreal’s own Mannequin uses lowercase names such as pelvis, spine_01 and hand_l.
- Mark sides with one consistent suffix: _l / _r in Unreal, or .L / .R in Blender. Blender’s mirror tools only pair bones when both sides follow a recognised pattern.
- Number chains from the root outwards (spine_01, spine_02, spine_03) so skinning, retargeting and Control Rig mapping stay predictable.
- Never rename bones after animations exist. Every animation, retarget map and socket references bones by name.
Exporting from Blender, Maya and 3ds Max
Most naming mistakes are made before the asset reaches the engine. Settle the name in your DCC tool:
- Name the object in Blender, Maya or 3ds Max with its final Unreal name (SM_Barrel_01) before exporting to FBX, so the asset arrives correctly named.
- Collision meshes use Unreal’s own pattern: UBX_ (box), UCX_ (convex), USP_ (sphere) or UCP_ (capsule), followed by the name of the mesh they belong to.
- Name level-of-detail meshes with an _LOD0, _LOD1, _LOD2 suffix on import so the engine builds the LOD chain automatically.
- For baking, pair high- and low-poly meshes with _high / _low suffixes; this is a DCC convention and is dropped before the asset enters Unreal.
Common naming mistakes
- Putting the type at the end
- Prefixes sort assets by type in the Content Browser. A suffix-only scheme (Barrel_SM) scatters every mesh, material and texture of the same prop through the list.
- Spaces, hyphens and special characters
- Stick to letters, digits and underscores. Spaces and symbols cause trouble in scripts, packaging tools and source control.
- Mixing styles within one project
- M_Wood, Mat_Metal and Stone_Material in the same folder defeat the entire point. Pick the scheme on day one and write it into the team’s onboarding document.
- Renaming files outside the editor
- Rename and move assets inside Unreal. Doing it on disk breaks references; inside the editor a redirector is left behind, which you clear with Fix Up Redirectors before shipping.
- Names that describe the look, not the role
- T_Rock_Final_v3_new tells nobody anything. Use a descriptor for the purpose (BC, N, ORM) and a two-digit variant number (_01) when you need versions.
Frequently asked questions
What is the standard asset naming convention in Unreal Engine?
Epic Games recommends the pattern Prefix_AssetName_Descriptor_Variant, for example T_Barrel_N_01. The prefix states the asset type (SM_ for a static mesh, M_ for a material), the name identifies the object, the descriptor describes how it is used (such as a normal map) and the optional variant separates versions.
What prefix do I use for a static mesh, a skeletal mesh, a material and a skeleton?
Static Mesh is SM_, Skeletal Mesh is SK_, Material is M_, Material Instance is MI_, Texture is T_ and the Skeleton asset is SKEL_. Physics Asset is PHYS_.
What is the difference between SK_ and SKEL_?
SK_ names a Skeletal Mesh, the actual skinned geometry. SKEL_ names the Skeleton asset, the bone hierarchy that several meshes and animations can share. A character usually has one SKEL_ asset and one or more SK_ meshes bound to it.
Does Unreal Engine force you to use these prefixes?
No. The convention is a recommendation, not a rule the engine enforces. Epic itself says project requirements take priority, so a team may adapt it. What matters is that everyone follows the same scheme from the start of production.
How should textures be named?
Use the T_ prefix, the asset name, then a descriptor for the map type. Studios commonly use _BC for base colour, _N for normal and _ORM for a packed occlusion-roughness-metallic map. Epic’s page does not define a fixed suffix list, so choose one and document it.
Can I rename assets after importing them?
Yes, but do it inside the Unreal Editor so references update. Renaming leaves a redirector asset; run Fix Up Redirectors on the folder before packaging to remove it.
Build a clean game-ready pipeline
Beginner-Intermediate
Texture Artist
Learn how to create top-notch textures for modern AAA games, like League of Legends, World of Warcraft.
Beginner
3D Artist
Learn 3D modeling, sculpting, texturing, and key aspects of creating top-tier graphics for AAA games from 4 pro artists.
Beginner
3D Character Artist
Everything you need to master 3D Character Art as used in AAA game studios — from scratch.
Related glossary terms
Skeleton
Hierarchical bone structure for animation
Material Instance
Lightweight material variant
ORM Texture
Occlusion / Roughness / Metalness packed into one map
Channel Packing
One texture, multiple maps
LOD
Level of Detail
Rigging
Building a deformation skeleton
Normal Map
Per-pixel surface detail
Baking
High-poly detail → low-poly texture
Primary source: Epic Games — Recommended Asset Naming Conventions. Unreal Engine is a trademark of Epic Games, Inc.