May 18, 2023
Prefixed
This reference guide provides information about settings that can be configured
for the Prefixed plugin. Settings can be modified in the Project Settings menu
of the Unreal Engine Editor, under Editor > Prefixed. They can also be modified by adding entries to the [/Script/Prefixed.PrefixedSettings]
section of the BaseEditor.ini file (for settings that apply at the Engine level) or the DefaultEditor.ini file (for settings that apply at the project level).
bool bUseConfigRules
(default: false
)
If true, the linter will use rules specified in Editor config files, through the Project Settings menu or through manual edits. If false, the linter will use rules specified in Prefixed.json and *.prefix files. (Note: The use of Prefixed.json and *.prefix files is deprecated and support for rules specified in that manner will be removed in Unreal Engine 5.4.)
Rules for naming assets. The following fields can be specified for each rule.
FString Class
: The name of the class that the rule applies to.FString Prefix
: The prefix that assets of the class should have.FString Suffix
: The suffix that assets of the class should have.TArray<FString> DeprecatedPrefixes
: Prefixes that should be stripped from
assets of the class, if present.TArray<FString> DeprecatedSuffixes
: Suffixes that should be stripped from
assets of the class, if present.TArray<FDirectoryPath> IgnoreDirectories
Directories to ignore. The linter will skip assets within an ignored directory during both manual and automatic linting. Paths are resolved relative to the root directory of the current project. The following shorthand notation may be used as well:
For instance, to ignore an asset located at Content/Characters/Char.uasset, you can add the path /Game/Characters to the list of directories to ignore. As another example, to ignore an asset that is part of the Rocks plugin and located at the path Rocks/Content/Pebbles/Pebble.uasset, you can ignore the path /Rocks or /Rocks/Pebbles.
bool bMonitorAssetChanges
(default: true
)
If true, the linter monitors changes to the asset registry—such as asset creation and asset renames—to detect assets that violate the target naming convention automatically.
bool bMonitorWhenRunningCommandlet
(default: false
)
If true, the linter monitors assets when the Editor is running a commandlet. This may cause some commandlets to crash.
bool bMonitorEngineAssets
(default: false
)
If true, the linter monitors Engine assets (including Engine plugins) for compliance. If false, these assets are ignored during automatic linting but can still be linted manually.
bool bLintAutomatically
(default: true
)
If true, the linter automatically renames assets that violate the target naming convention, aligning them with the convention. If false, the linter prompts the user to address or ignore the violations instead.