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User guide

SimpleAssetNamer User Manual

Complete English product manual for SimpleAssetNamer

Supports Unreal Engine 5.2–5.8

Open Edit → Project Settings → Simple Asset Namer

OptionDescription
Auto Rename on CreateAutomatically rename assets on creation or import
Auto Rename on RenameAutomatically correct asset names after manual renaming
LanguageUI language: Chinese / English (default: English); instantly switches all interface text, prompts, and log output
OptionDescription
Filter TypeBlacklist (exclude specified paths) / whitelist (process only specified paths)
Exclude PathsSkip assets under these paths in blacklist mode
Include PathsProcess only assets under these paths in whitelist mode

Default excluded paths:

  • /Game/__ExternalActors__ - Automatically generated by World Partition
  • /Game/__ExternalObjects__ - Automatically generated by World Partition
  • /Game/Developers - Personal developer folders
  • /Game/Collections - Collections
OptionDescriptionDefault
DelimiterSeparator used in generated names_
Delimiter Detection ListDelimiters recognized in existing names_, -, .
Legacy AffixesPrefix/suffix list for recognizing older naming patterns-

Example: Input bp-MyActor or bp.MyActor → output BP_MyActor

OptionDescription
Asset Type Naming RulesFully customizable mapping from asset types to prefixes/suffixes

Naming format: Prefix_Name_Suffix (suffix optional)

Default rules (52 types):

CategoryAsset typePrefixSuffixExample
Game logicGameModeBaseGMGM_MyMode
GameStateBaseGSGS_MyState
PlayerControllerPCPC_MyController
PlayerStatePSPS_MyState
CharacterCHARCHAR_MyCharacter
BlueprintBlueprintBPBP_MyActor
BlueprintGeneratedClassBPIBPI_MyInterface
BlueprintFunctionLibraryBPFLBPFL_MyLib
BlueprintMacroLibraryBPMLBPML_MyMacro
UserDefinedEnumEE_MyEnum
UserDefinedStructFF_MyStruct
MeshStaticMeshSMSM_Chair
SkeletalMeshSKSK_Character
MaterialMaterialMM_Wood
MaterialInstanceMIMI_Wood_Dark
MaterialInstanceConstantMIMI_Wood_Const
MaterialFunctionMFMF_Blend
MaterialParameterCollectionMPCMPC_Global
SubsurfaceProfileSSPSSP_Skin
AnimationAnimBlueprintABPABP_Character
AnimSequenceASAS_Walk
AnimMontageAMAM_Attack
AnimCompositeACAC_Combo
AimOffsetBlendSpaceAOAO_Aim
BlendSpaceBSBS_Locomotion
SkeletonSKELSKEL_Character
AudioSoundWaveSS_Footstep
SoundCueSCSC_Ambient
SoundAttenuationATTATT_Default
SoundClassSClassSClass_Music
SoundMixMixMix_Default
EffectsParticleSystemPSPS_Fire
NiagaraSystemNSNS_Smoke
NiagaraEmitterNENE_Spark
TextureTexture2DTT_Wood_D
TextureCubeTCubeT_Sky_Cube
TextureRenderTarget2DRT2DRT_Scene_2D
TextureRenderTargetCubeRTCubeRT_Reflect_Cube
TextureRenderTargetVolumeRTVolumeRT_Cloud_Volume
MediaTextureMTMT_Video
UIUserWidgetWBPWBP_MainMenu
FontFontFont_Default
EditorUtilityWidgetEUWEUW_MyTool
AIBehaviorTreeBTBT_Enemy
BlackboardDataBBBB_Enemy
BTDecoratorBTDBTD_IsAlive
BTServiceBTSBTS_UpdateTarget
AIControllerAICAIC_Enemy
EnvQueryEQSEQS_FindCover
DataDataTableDTDT_Items
DataAssetDADA_Config
CurveFloatCurveFloatCurve_Damage_Float
CurveVectorCurveVectorCurve_Path_Vector
CurveLinearColorCurveColorCurve_Fade_Color
PhysicsPhysicsAssetPHYSPHYS_Character
PhysicalMaterialPMPM_Metal
InputInputActionIAIA_Jump
InputMappingContextIMCIMC_Default
CinematicsLevelSequenceLSLS_Intro
CameraAnimationSequenceCACA_Shake
LevelWorldMAPMAP_Level1
LandscapeLandscapeLayerInfoObjectLLLL_Grass
LandscapeGrassTypeLGLG_Meadow
FoliageFoliageTypeFTFT_Tree
Paper2DPaperSpriteSPRSPR_Player
PaperFlipbookFBFB_Walk
PaperTileSetTSTS_Ground
PaperTileMapTMTM_Level1

OptionTrigger
Auto Rename on CreateAutomatically rename assets on creation or import
Auto Rename on RenameCorrect names automatically after manual renaming

Example: Create Blueprint MyCharacter → automatically renamed to BP_MyCharacter

2.2 Batch Renaming through the Context Menu

Section titled “2.2 Batch Renaming through the Context Menu”

All context-menu entries are grouped under the Simple Asset Namer submenu.

Asset context menu

  1. Select one or more assets
  2. Right-click → Simple Asset Namer → Auto Rename

Folder context menu

  1. Right-click a folder
  2. Simple Asset Namer → Auto Rename All Assets

Folder batch renaming uses three progressive stages:

StageConditionProcessing
Fast batchTotal >= 100Process in 10 batches
Retry failuresAny batch failedCombine failed batches and retry once
Individual processingFailures remainProcess individually with detailed errors

When the total is < 100, assets are processed individually from the start.

After completion, a results window appears with three tabs:

  • Success: Assets successfully renamed
  • Errors: Failed assets and reasons
  • Skipped: Skipped assets and reasons

Common errors:

Error messageDescription
Source control not connectedVersion control is disconnected
Checked out by another userFile checked out by another user
File is read-onlyFile is read-only
Target file already existsDestination file already exists
Asset has unsaved changesAsset contains unsaved changes

Q: Will renaming break asset references?

No. The official UE API automatically handles references and creates redirectors.

Q: Can it be undone?

Yes, Ctrl+Z undo is supported.

Q: Why were some assets not renamed?

  1. The name already follows the standard
  2. No naming rule is configured for that asset type
  3. Filter rules exclude the path
  4. The file is read-only and cannot be checked out

Q: How do I add a custom rule?

Settings → Asset Type Naming Rules → Click + to add a rule.

Q: What if batch renaming reports many unknown errors?

Fix redirectors first: Content Browser → right-click folder → Fix Up Redirectors in Folder, then run renaming again.


For usage questions or collaboration inquiries, visit the contact page.

Use asset-type rules, path scope, and affix configuration to name new and existing assets.

Copy the plugin folder into your project’s Plugins directory and restart the editor.

Path: Edit > Project Settings > Simple Asset Namer

Basic configuration:

  1. General: Enable/disable automatic renaming
  2. Filter: Configure blacklist/whitelist paths
  3. Delimiter: Configure separators and legacy affixes
  4. Naming Rules: Configure prefixes and suffixes for each asset type

Check that default rules match your project’s naming conventions before use.

  • Automatic mode: Work normally; assets are named automatically on creation/import
  • Batch mode: Select a folder and use batch renaming

Naming rule configuration:

Each asset type can have its own prefix and suffix:

USTRUCT(BlueprintType)
struct FAssetNamingRule
{
FString Prefix; // 如 "BP"
FString Suffix; // 如 "Mat"
};
// 配置示例
TMap<TSoftClassPtr<UObject>, FAssetNamingRule> AssetTypeNamingRules;
// UBlueprint → Prefix: "BP", Suffix: ""
// UStaticMesh → Prefix: "SM", Suffix: ""
// UMaterialInstance → Prefix: "MI", Suffix: ""
// UTexture2D → Prefix: "T", Suffix: ""

Core name extraction:

The plugin does more than prepend a prefix. It first analyzes the existing name structure, extracts the core name, then generates the standard name:

Input: "bp_MyCharacter" → Core: "MyCharacter" → Output: "BP_MyCharacter"
Input: "SM-tree-01" → Core: "tree-01" → Output: "SM_tree_01"
Input: "Blueprint_Player" → Core: "Player" → Output: "BP_Player"
Input: "MyMaterial_Mat" → Core: "MyMaterial" → Output: "M_MyMaterial"

Extraction attempts to match and remove:

  1. The prefix/suffix configured for the current type
  2. All affixes in the legacy list (LegacyAffixes)
  3. Separators in the detection list (_, -, .)

Blacklist mode (default):

Excludes assets under specified paths; UE internal directories are excluded by default:

ExcludePaths:
/Game/__ExternalActors__ // World Partition 自动生成
/Game/__ExternalObjects__ // World Partition 自动生成
/Game/Developers // 开发者个人目录
/Game/Collections // 集合目录

Whitelist mode:

Processes only assets under specified paths, suitable for gradually introducing naming conventions:

IncludePaths:
/Game/Characters/
/Game/Items/
// 生成命名时使用的连接符
FString Delimiter = "_"; // BP_MyActor
// 识别现有命名时的分隔符列表
TArray<FString> DelimiterDetectionList = {"_", "-", "."};
// 旧词缀列表(用于识别历史命名的前缀和后缀)
TArray<FString> LegacyAffixes; // 如 "bp", "Blueprint", "sm", "mat"
  • bAutoRenameOnCreate: Apply naming rules when assets are created or imported.
  • bAutoRenameOnRename: Recheck naming rules after manual renaming.

Batch renaming displays a detailed results dialog containing:

  • Success counts and details (old name → new name)
  • Skip counts and reasons, such as already standard, no matching rule, or existing target
  • Error counts and specific information

Select the target folder and use the batch-renaming entry point. Check included or excluded paths first, then review success, skip, and error details. Retain a recoverable version before batch operations and check asset references after renaming.