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Unreal Engine 5 · Cheat sheet

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.

Mesh, Material & Texture prefixes
PrefixAsset typeExample
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 MaterialPPM_Outline
PM_Physics MaterialPM_Wood
T_TextureAdd a descriptor for the map type (see the texture section).T_Barrel_BC
HDR_HDRIHDR_Overcast_Sky
PHYS_Physics AssetPHYS_Knight
OCIO_OCIO ProfileOCIO_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).

Skeleton, Rig & Animation prefixes
PrefixAsset typeExample
SKEL_SkeletonShared by every mesh and animation that uses the same bones.SKEL_Humanoid
Rig_RigRig_Knight
AS_Animation SequenceAS_Knight_Run
AM_Animation MontageAM_Knight_Attack_01
BS_Blend SpaceBS_Knight_Locomotion
ABP_Animation BlueprintABP_Knight

Blueprint & Data prefixes

Gameplay logic, UI widgets and data containers.

Blueprint & Data prefixes
PrefixAsset typeExample
BP_BlueprintBP_Door
AC_Actor ComponentAC_Health
BI_Blueprint InterfaceBI_Interactable
WBP_Widget BlueprintWBP_MainMenu
DT_Data TableDT_Items
CT_Curve TableCT_Damage
E_EnumE_Rarity
F_StructureF_ItemStats

VFX, Sequencer, Media & other prefixes

Niagara effects, cinematics, media playback and a few production helpers.

VFX, Sequencer, Media & other prefixes
PrefixAsset typeExample
FXS_Niagara SystemFXS_Campfire
FXE_Niagara EmitterFXE_Sparks
FXF_Niagara FunctionFXF_Wind
LS_Level SequenceLS_Intro
EDIT_Sequencer EditsEDIT_Trailer
MS_ / MO_ / MP_ / MPR_Media Source / Output / Player / ProfileMP_Billboard
NDC_nDisplay ConfigurationNDC_Stage
SNAP_Level SnapshotSNAP_Day
RCP_Remote Control PresetRCP_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.

Common texture map suffixes
SuffixMap
_BCBase Color / Albedo
_NNormal map
_ORMPacked Occlusion / Roughness / Metallic
_RRoughness (when not packed)
_MMetallic (when not packed)
_AOAmbient Occlusion (when not packed)
_EEmissive
_OOpacity / 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.

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Related glossary terms

Primary source: Epic Games — Recommended Asset Naming Conventions. Unreal Engine is a trademark of Epic Games, Inc.