Unrealistic Style Guide

A practical set of style conventions for assets, code, and other things in Unreal Engine 4. You can also read it on GitHub.


In the developer universe, there is an oft-cited mantra that there is no such thing as "good" or "bad" style. Instead, it has been said:

"Arguments over style are pointless. There should be a style guide, and you should follow it."

Rebecca Murphey

I disagree. Having come from a legal background, I can say with certainty that there is such a thing as good and bad style, just as there is good and bad writing. Indeed, quality lawyers spend their working lives trying to become better writers (until they become judges, at which point all writing skill and common sense goes out the window).

There are sentences, words, and formats that convey meaning well, and then there are sentences, words, and formats that obfuscate, confuse, and mislead. The same can be said for software development. After all, the end user is the same in each domain: human. As humans building for other humans (including ourselves), the empathetic thing to do is to maintain good style to the extent we can.

With that said, the following style rules are designed as a lowest common denominator. Each project, like each essay or brief, will have its own unique classes and logical structure that defy one-size-fits-all classification. However, each project should strive to follow these basic guidelines. (Thanks are due to Michael Allar for creating the Gamemakin UE4 Style Guide, which served as the inspiration for this style guide.)


There is an Editor plugin available on the Marketplace that allows you to easily enforce the asset styling conventions in this guide (or to edit those conventions to fit your needs).


To discuss this style guide, add a comment to the dedicated page on


There are three main buckets that Unreal Engine 4 content falls into:

  1. Assets - Anything that has a .uasset extension.
  2. Code - Anything that has a .cpp, .h, or .cs extension.
  3. Projects - Everything else.

This guide will approach styling using this basic structure.


An 'asset' can mean many things in many contexts. In Unreal Engine 4, and for purposes of this guide, an asset means any file that has a .uasset extension.

1.1 A Rule for Every Asset, and Every Asset Following Its Rule

This guide provides rules for many of the standard asset types. However, there is no way it can account for game- or project-specific assets (e.g. projectiles, quests, etc.). This does not mean that you should not establish rules for those assets yourself.

As new asset types get added to your project, define corresponding naming conventions for those asset types and enforce them.

1.2 Naming Format

The name of an asset is made up of four elements:

  1. Prefix
  2. Base
  3. Variant
  4. Suffix

A prefix is typically a combination of letters that hints at the asset type. For example, SM_ is used for StaticMesh. With the exception of Blueprint Enumerations and Structures, every prefix should include an underscore (_). Every asset should have a prefix.

The base is the locus of the asset. For example, assets related to the character Amena would have the base Amena (e.g. P_Amena_Explosion, T_Amena_Eyes, etc.).

A variant is used to identify a subset of a base. For example, skeletal mesh skins of the character Amena might be SKM_Amena_Summer, SKM_Amena_Sand, SKM_Amena_BeachParty, etc. Generic variants should be named using two digits. For example, SM_Tree_01, SM_Tree_02, SM_Tree_03, etc.

A suffix is used to identify a subset of an asset type. Certain assets, such as Textures, will have various sub-types (e.g. diffuse, normal, alpha) which are not reflected in the prefix and which cannot otherwise be determined without opening up the asset itself. In these limited circumstances, a suffix can help to provide further context in a consistent way. A suffix is not a substitute for a prefix. Most assets will not have a suffix.

1.2.1 Spacing and Casing

Asset names should not have spaces. Asset names should not have underscores, except for prefixes and suffixes. Bases and variants should be in PascalCase.

1.3 Naming Conventions

Pair the base and variant of your asset with the following modifiers to calculate the final name for your asset.

1.3.1 Blueprints

Asset Type Prefix Suffix Notes
Blueprint (Objects) BP_
Blueprint (Components) BPC_
Blueprint Interface BPI_
Blueprint Function Library BPFL_
Blueprint Macro Library BPML_
Enumeration E
Structure F

Many assets come with Blueprint scripting - Objects, Actors, Widgets, etc. This has led to the unfortunate practice of using the BP_ prefix with anything that incorporates Blueprint scripting. In turn, this results in a Content directory full of BP_ prefixed assets, with no way to tell what each one is without looking at the thumbnail or opening the asset.

We can do better than that. Only apply the BP_ prefix to Object Blueprints. Do not apply the prefix to:

  • Actors or Actor subclasses
  • Widget Blueprints
  • Animation Blueprints
  • Anything else

1.3.2 Gameplay Core

Asset Type Prefix Suffix Notes
Actor ACT_
Pawn PWN_
Character CH_
PlayerController PC_
PlayerState PS_
GameModeBase GM_
GameStateBase GS_
GameInstance GI_

1.3.3 Animations

Asset Type Prefix Suffix Notes
Animation Sequence A_
Animation Composite AC_
Animation Montage AM_
Animation Blueprint ABP_
Aim Offset 1D AO1_
Aim Offset (2D) AO2_
Blend Space 1D BS1_
Blend Space (2D) BS2_ Skeletons

Asset Type Prefix Suffix Notes
Rig RIG_
Skeleton SK_
Skeletal Mesh SKM_
(Skeletal) Pose Asset SKP_
(Skeletal) Physics Asset SKPH_

1.3.4 Artificial Intelligence

Asset Type Prefix Suffix Notes
AI Controller AIC_
Behavior Tree BT_
Blackboard BB_
Decorator BTDecorator_
Service BTService_
Task BTTask_

1.3.5 Materials

Asset Type Prefix Suffix Notes
Material M_
Material (Decal) M_ _Decal
Material (Post Process) M_ _PP
Material (UI) M_ _UI
Material Function MF_
Material Instance MI_
Material Parameter Collection MPC_

1.3.6 Textures

Asset Type Prefix Suffix Notes
Texture T_
Texture (Diffuse/Albedo/Base) T_ _D
Texture (Normal) T_ _N
Texture (Roughness) T_ _R
Texture (Alpha/Opacity) T_ _A
Texture (Ambient Occlusion) T_ _O
Texture (Bump) T_ _B
Texture (Emissive) T_ _E
Texture (Mask) T_ _M
Texture (Specular) T_ _S
Texture Cube TC_
Media Texture MT_
Render Target RT_
Cube Render Target CRT_
Texture Light Profile TLP_ Texture Packing

From the Gamemakin LLC style guide:

It is common practice to pack multiple layers of texture data into one texture. An example of this is packing Emissive, Roughness, Ambient Occlusion together as the Red, Green, and Blue channels of a texture respectively. To determine the suffix, simply stack the given suffix letters from above together, e.g. _ERO.

It is generally acceptable to include an Alpha/Opacity layer in your Diffuse/Albedo's alpha channel and as this is common practice, adding A to the _D suffix is optional.

Packing 4 channels of data into a texture (RGBA) is not recommended except for an Alpha/Opacity mask in the Diffuse/Albedo's alpha channel as a texture with an alpha channel incurs more overhead than one without.

1.3.7 Meshes

Asset Type Prefix Suffix Notes
StaticMesh SM_

1.3.8 Particles

Asset Type Prefix Suffix Notes
Particle System P_
Niagara System NFX_
Niagara Emitter NFXE_
Niagara Effect Type NFXET_
Niagara Dynamic Input Script (General) NFXS_
Niagara Dynamic Input Script (Function) NFXS_ _FN
Niagara Dynamic Input Script (Module) NFXS_ _MOD
Niagara Parameter Collection NFXP_
Niagara Parameter Collection Instance NFXPI_

1.3.9 Physics

Asset Type Prefix Suffix Notes
Physical Material PHYSM_
Physical Material Mask PHYSMM_

1.3.10 Sounds

Asset Type Prefix Suffix Notes
Sound Cue S_
Sound Wave SW_
Sound Attenuation SATT_
Sound Mix SMIX_
Sound Class SCL_
Sound Concurrency SCN_ Should be named after corresponding Sound Class

1.3.11 User Interface

Asset Type Prefix Suffix Notes
Widget Blueprint W_
Widget Blueprint (Used In World) W_ _World
Font FONT_
Slate Brush SBR_
Slate Widget Style SWS_


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Copyright 2020 Mowgl33.