SimpleAssetNamer User Manual
Complete English product manual for SimpleAssetNamer
Supports Unreal Engine 5.2–5.8
1. Settings
Section titled “1. Settings”Open Edit → Project Settings → Simple Asset Namer
1.1 General
Section titled “1.1 General”| Option | Description |
|---|---|
| Auto Rename on Create | Automatically rename assets on creation or import |
| Auto Rename on Rename | Automatically correct asset names after manual renaming |
| Language | UI language: Chinese / English (default: English); instantly switches all interface text, prompts, and log output |
1.2 Filters
Section titled “1.2 Filters”| Option | Description |
|---|---|
| Filter Type | Blacklist (exclude specified paths) / whitelist (process only specified paths) |
| Exclude Paths | Skip assets under these paths in blacklist mode |
| Include Paths | Process 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
1.3 Delimiters
Section titled “1.3 Delimiters”| Option | Description | Default |
|---|---|---|
| Delimiter | Separator used in generated names | _ |
| Delimiter Detection List | Delimiters recognized in existing names | _, -, . |
| Legacy Affixes | Prefix/suffix list for recognizing older naming patterns | - |
Example: Input bp-MyActor or bp.MyActor → output BP_MyActor
1.4 Naming Rules
Section titled “1.4 Naming Rules”| Option | Description |
|---|---|
| Asset Type Naming Rules | Fully customizable mapping from asset types to prefixes/suffixes |
Naming format: Prefix_Name_Suffix (suffix optional)
Default rules (52 types):
| Category | Asset type | Prefix | Suffix | Example |
|---|---|---|---|---|
| Game logic | GameModeBase | GM | GM_MyMode | |
| GameStateBase | GS | GS_MyState | ||
| PlayerController | PC | PC_MyController | ||
| PlayerState | PS | PS_MyState | ||
| Character | CHAR | CHAR_MyCharacter | ||
| Blueprint | Blueprint | BP | BP_MyActor | |
| BlueprintGeneratedClass | BPI | BPI_MyInterface | ||
| BlueprintFunctionLibrary | BPFL | BPFL_MyLib | ||
| BlueprintMacroLibrary | BPML | BPML_MyMacro | ||
| UserDefinedEnum | E | E_MyEnum | ||
| UserDefinedStruct | F | F_MyStruct | ||
| Mesh | StaticMesh | SM | SM_Chair | |
| SkeletalMesh | SK | SK_Character | ||
| Material | Material | M | M_Wood | |
| MaterialInstance | MI | MI_Wood_Dark | ||
| MaterialInstanceConstant | MI | MI_Wood_Const | ||
| MaterialFunction | MF | MF_Blend | ||
| MaterialParameterCollection | MPC | MPC_Global | ||
| SubsurfaceProfile | SSP | SSP_Skin | ||
| Animation | AnimBlueprint | ABP | ABP_Character | |
| AnimSequence | AS | AS_Walk | ||
| AnimMontage | AM | AM_Attack | ||
| AnimComposite | AC | AC_Combo | ||
| AimOffsetBlendSpace | AO | AO_Aim | ||
| BlendSpace | BS | BS_Locomotion | ||
| Skeleton | SKEL | SKEL_Character | ||
| Audio | SoundWave | S | S_Footstep | |
| SoundCue | SC | SC_Ambient | ||
| SoundAttenuation | ATT | ATT_Default | ||
| SoundClass | SClass | SClass_Music | ||
| SoundMix | Mix | Mix_Default | ||
| Effects | ParticleSystem | PS | PS_Fire | |
| NiagaraSystem | NS | NS_Smoke | ||
| NiagaraEmitter | NE | NE_Spark | ||
| Texture | Texture2D | T | T_Wood_D | |
| TextureCube | T | Cube | T_Sky_Cube | |
| TextureRenderTarget2D | RT | 2D | RT_Scene_2D | |
| TextureRenderTargetCube | RT | Cube | RT_Reflect_Cube | |
| TextureRenderTargetVolume | RT | Volume | RT_Cloud_Volume | |
| MediaTexture | MT | MT_Video | ||
| UI | UserWidget | WBP | WBP_MainMenu | |
| Font | Font | Font_Default | ||
| EditorUtilityWidget | EUW | EUW_MyTool | ||
| AI | BehaviorTree | BT | BT_Enemy | |
| BlackboardData | BB | BB_Enemy | ||
| BTDecorator | BTD | BTD_IsAlive | ||
| BTService | BTS | BTS_UpdateTarget | ||
| AIController | AIC | AIC_Enemy | ||
| EnvQuery | EQS | EQS_FindCover | ||
| Data | DataTable | DT | DT_Items | |
| DataAsset | DA | DA_Config | ||
| CurveFloat | Curve | Float | Curve_Damage_Float | |
| CurveVector | Curve | Vector | Curve_Path_Vector | |
| CurveLinearColor | Curve | Color | Curve_Fade_Color | |
| Physics | PhysicsAsset | PHYS | PHYS_Character | |
| PhysicalMaterial | PM | PM_Metal | ||
| Input | InputAction | IA | IA_Jump | |
| InputMappingContext | IMC | IMC_Default | ||
| Cinematics | LevelSequence | LS | LS_Intro | |
| CameraAnimationSequence | CA | CA_Shake | ||
| Level | World | MAP | MAP_Level1 | |
| Landscape | LandscapeLayerInfoObject | LL | LL_Grass | |
| LandscapeGrassType | LG | LG_Meadow | ||
| Foliage | FoliageType | FT | FT_Tree | |
| Paper2D | PaperSprite | SPR | SPR_Player | |
| PaperFlipbook | FB | FB_Walk | ||
| PaperTileSet | TS | TS_Ground | ||
| PaperTileMap | TM | TM_Level1 |
2. Usage
Section titled “2. Usage”2.1 Automatic Renaming
Section titled “2.1 Automatic Renaming”| Option | Trigger |
|---|---|
| Auto Rename on Create | Automatically rename assets on creation or import |
| Auto Rename on Rename | Correct 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
- Select one or more assets
- Right-click → Simple Asset Namer → Auto Rename
Folder context menu
- Right-click a folder
- Simple Asset Namer → Auto Rename All Assets
2.3 Smart Processing Strategy
Section titled “2.3 Smart Processing Strategy”Folder batch renaming uses three progressive stages:
| Stage | Condition | Processing |
|---|---|---|
| Fast batch | Total >= 100 | Process in 10 batches |
| Retry failures | Any batch failed | Combine failed batches and retry once |
| Individual processing | Failures remain | Process individually with detailed errors |
When the total is < 100, assets are processed individually from the start.
2.4 Results Dialog
Section titled “2.4 Results Dialog”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 message | Description |
|---|---|
| Source control not connected | Version control is disconnected |
| Checked out by another user | File checked out by another user |
| File is read-only | File is read-only |
| Target file already exists | Destination file already exists |
| Asset has unsaved changes | Asset contains unsaved changes |
3. Frequently Asked Questions
Section titled “3. Frequently Asked Questions”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?
- The name already follows the standard
- No naming rule is configured for that asset type
- Filter rules exclude the path
- 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.
Support
Section titled “Support”For usage questions or collaboration inquiries, visit the contact page.
- Contact: Contact and Collaboration
Supplementary Usage Instructions
Section titled “Supplementary Usage Instructions”SimpleAssetNamer User Guide
Section titled “SimpleAssetNamer User Guide”Use asset-type rules, path scope, and affix configuration to name new and existing assets.
Installation and Settings
Section titled “Installation and Settings”Step 1: Install the Plugin
Section titled “Step 1: Install the Plugin”Copy the plugin folder into your project’s Plugins directory and restart the editor.
Step 2: Configure Naming Rules
Section titled “Step 2: Configure Naming Rules”Path: Edit > Project Settings > Simple Asset Namer
Basic configuration:
- General: Enable/disable automatic renaming
- Filter: Configure blacklist/whitelist paths
- Delimiter: Configure separators and legacy affixes
- Naming Rules: Configure prefixes and suffixes for each asset type
Check that default rules match your project’s naming conventions before use.
Step 3: Start Using It
Section titled “Step 3: Start Using It”- Automatic mode: Work normally; assets are named automatically on creation/import
- Batch mode: Select a folder and use batch renaming
Naming Rules
Section titled “Naming Rules”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:
- The prefix/suffix configured for the current type
- All affixes in the legacy list (
LegacyAffixes) - Separators in the detection list (
_,-,.)
Path Filtering
Section titled “Path Filtering”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/Delimiters and Legacy Affixes
Section titled “Delimiters and Legacy Affixes”// 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"Automatic Processing Toggles
Section titled “Automatic Processing Toggles”- bAutoRenameOnCreate: Apply naming rules when assets are created or imported.
- bAutoRenameOnRename: Recheck naming rules after manual renaming.
Viewing Results
Section titled “Viewing Results”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
Batch Operations
Section titled “Batch Operations”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.