Skip to main content

[S-Unreal-001] Unreal Standardization Terminology

In this article:

Overview


The Terminology section serves as a vital reference within this document, designed to enhance clarity and facilitate effective communication. It contains definitions, explanations, and context for the key terms, abbreviations, acronyms, and industry-specific jargon used throughout the document. This section is essential for the following reasons:

  • Clarification and Definition: It ensures that all readers, regardless of their familiarity with the subject matter, have access to clear and concise definitions for technical terminology.
  • Consistency: By providing a central repository of terms and their meanings, it promotes consistency in the use of language and concepts across the document.
  • Reducing Ambiguity: It eliminates potential misunderstandings and ambiguity by offering precise definitions that prevent misinterpretation.
  • Accessibility: The terminology section makes the document more accessible to a broad audience, catering to both experts and newcomers to the field.
  • Reference: It acts as a convenient reference tool, allowing readers to quickly and easily look up unfamiliar terms without the need for external sources.
  • Translation and Localization: For documents intended for translation or localization, this section assists in maintaining consistency across versions by offering clear definitions.
  • Onboarding and Training: In training and onboarding scenarios, the terminology section is an invaluable resource that aids in the learning process and promotes consistency in language and concepts.
  • Cross-Team Collaboration: In collaborative projects or interdisciplinary environments, it ensures that all teams involved share a common understanding of the document's terminology.
  • Future Reference: The terminology section enhances the document's long-term relevance by preventing the need to search for definitions in external sources.
  • Legal and Regulatory Compliance: In fields requiring precise terminology for legal or regulatory compliance, this section helps ensure that all requirements are met.

By providing this comprehensive terminology section, we aim to optimize the document's usefulness, accessibility, and precision. We encourage readers to refer to this section as needed to facilitate their understanding of the document's content."

This introduction not only explains the purpose of the terminology section but also highlights its importance and benefits, ensuring that readers are aware of its value and are encouraged to use it as a reference throughout the document.

Scope


This standardization cover the Unreal Style Guideline about how to work in Unreal. This standard applies to all person in in team that work using Unreal Engine.

Technical Director and Art Director was the parties whose in charge in these guidelines. While all of the team member should follow these guidelines, they can ask about the guidelines to the directors or can propose some new guidelines here and there.

Unreal Standardization Terminology


[Unreal-001.1] Cases for letter

There are a few different ways you can CaseWordsWhenNaming. Here are some common casing types:

PascalCase Capitalize every word and remove all spaces, e.g. DesertEagleStyleGuideASeriesOfWords.

camelCase The first letter is always lowercase but every following word starts with uppercase, e.g. desertEaglestyleGuideaSeriesOfWords.

Snake_case Words can arbitrarily start upper or lowercase but words are separated by an underscore, e.g. desert_EagleStyle_Guidea_Series_of_Words.


[Unreal-001.2] Incremental Number

The process of increasing a numeric value. Used in the same name asset, increment number must added at the end of the file before asset type suffix, e.g. SomeAsset_01, SomeAsset_02``.


[Unreal-001.3] Z-Fighting

Z-fighting, also called stitching, plane-fighting, or glitch, is a phenomenon in 3D rendering that occurs when two or more primitives have very similar distances to the camera.

See this for more explanation.

Related Pages


[S-Unreal] Unreal Style Guidelines

[G-Production-001] Development Principles

[S-Unreal-001] Unreal Standardization Terminology

[S-Production-001] General Naming Convention

[S-Unreal-002] Unreal Asset Naming Convention

[S-Unreal-003] Unreal Folder Structure & Naming Convention

[S-Unreal-004] Textures Standardization

[S-Unreal-005] Static Meshes Standardization

[S-Unreal-006] Skeletal Meshes Standardization

[S-Unreal-007] Media Standardization

[S-Unreal-008] Niagara Particle System Standardization

[S-Unreal-009] Maps Standardization

[S-Unreal-010] Blueprint Standardization

[S-Unreal-011] C++ Standardization