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Human Trainer asset file names validator

Project description

Unreal Engine Assets Validator Library

Command-line Interface (CLI) responsible for validating Unreal Engine asset files.

A uasset file is an asset file used by Unreal Editor. It contains an asset, such as a level, material, animation, sound, or particle system, used in an Unreal Engine game. Any piece of content in an Unreal Engine project is an asset.

Overview

As you develop projects in Unreal Engine (UE), the list of Assets in your Content Browser will expand. This runs the risk of creating redundant variations of assets you're experimenting with, or introducing ambiguity with overly similar names. For example, it is possible for you to have a folder named "Soldier" with a Blueprint, a texture, and a model that all have the name "Soldier" in them, but no clear way to tell which is which in a simple list.

For large projects, Epic Games recommends you establish a common naming convention for individual Assets early in development. This will make it easier for you and your team to locate files and prevent potential conflicts or ambiguity.

[AssetTypePrefix]_[AssetName]_[Descriptor]_[OptionalVariantLetterOrNumber]
  • AssetTypePrefix identifies the type of Asset, refer to the table below for details.
  • AssetName is the Asset's name.
  • Descriptor provides additional context for the Asset, to help identify how it is used. For example, whether a texture is a normal map or an opacity map.
  • OptionalVariantLetterOrNumber is optionally used to differentiate between multiple versions or variations of an asset.

Consider using this naming convention for your own project's Assets, as it will provide multiple ways for your team to locate an Asset when searching the Content Browser.

Recommended Asset Prefixes

This list is not exhaustive, as new features can require new Asset types. If you are using an Asset type not listed, use the existing list as a guideline for your naming convention for that Asset.

ASSET PREFIX
General
High Dynamic Range Image (HDRI) HDR_
Material M_
Material Instance MI_
Physics Asset PHYS_
Physics Material PM_
Post Process Material PPM_
Skeletal Mesh SK_
Static Mesh SM_
Texture T_
OCIO Profile OCIO_
Blueprints
Actor Component AC_
Animation Blueprint ABP_
Blueprint Interface BI_
Blueprint BP_
Curve Table CT_
Data Table DT_
Enum E_
Structure F_
Widget Blueprint WBP_
Particle Effects
Particle System (Cascade) PS_
Niagara Emitter FXE_
Niagara System FXS_
Niagara Function FXF_
Skeletal Mesh Animations
Rig Rig_
Skeleton SKEL_
Montages AM_
Animation Sequence AS_
Blend Space BS_
In-Camera VFX
NDisplay Configuration NDC_
Animation
Level Sequence LS_
Sequencer Edits EDIT_
Media
Media Source MS_
Media Output MO_
Media Player MP_
Media Profile MPR_
Other
Level Snapshots SNAP_
Remote Control Preset RCP_

Installation

poetry install
poetry shell

Execution

./validate.py --path ~/path/to/human/trainer/assets/root/folder

Distribution

poetry shell
poetry publish --build --username $PYPI_USERNAME --password $PYPI_PASSWORD

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