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Unreal Filename Prefix Suffix Table

Type Variant Prefix Suffix Example Notes
AI Controller
AIC_
AIC_SomeExample
Behavior Tree
BT_
BT_SomeExample
Behavior Tree Decorator
BTD_
BTD_SomeExample
Behavior Tree Service
BTS_
BTS_SomeExample
Behavior Tree Task
BTT_
BTT_SomeExample
Blackboard Data
BB_
BB_SomeExample
Environment Query
EQ_
EQ_SomeExample Unreal plugin (official from Epic), AI Tools that can be used for collecting data about the environment. Not available in AgateLinter by default because using plugins that not commonly used. Need to add it manually in AgateLinter rule set when using it.
Environment Query Context
EQC_
EQC_SomeExample Unreal plugin (official from Epic), AI Tools that can be used for collecting data about the environment. Not available in AgateLinter by default because using plugins that not commonly used. Need to add it manually in AgateLinter rule set when using it.
Aim Offset
AO_
AO_SomeExample
Aim Offset 1D
AO_ _1D AO_SomeExample_1D
Animation Blueprint
ABP_
ABP_SomeExample
Animation Composite
AC_
AC_SomeExample
Animation Montage
AM_
AM_SomeExample_Variant
Animation Notify
AN_
AN_SomeExample
Animation Notify State
ANS_
ANS_SomeExample
Animation Sequence
AS_
AS_SomeExample_Variant
Blend Space
BS_
BS_SomeExample
Blend Space 1D
BS_ _1D BS_SomeExample_1D
Level Sequence
LS_
LS_SomeExample
Morph Target
MT_
MT_SomeExample
Rig
R_
Rig_SomeExample
Skeletal Mesh
SK_
SK_SomeExample
Skeleton
SKEL_
SKEL_SomeExample
Dialogue Voice
ADV_
ADV_SomeExample_Variant
Dialogue Wave
ADW_
ADW_SomeExample_Variant
Meta Sound Patch
MSS_
MSS_SomeExample
Meta Sound Source
MS_
MS_SomeExample
Reverb Effect
AMR_
AMR_SomeExample
Sound Attenuation
AMA_
AMA_SomeExample
Sound Class
ASC_
ASC_SomeExample
Sound Concurrency
ASCR_
ASCR_SomeExample Should be placed after a SoundClass.
Sound Cue
Cue_
Cue_SomeExample_Variant
Sound Mix
ASM_
ASM_SomeExample
Sound Wave
ASW_
ASW_SomeExample_Variant
Soundscape Color
ASSC_
ASSC_SomeExample Unreal plugin (official from Epic) that procedurally generates ambient sounds which are streamed as the player moves around the world. Not available in AgateLinter by default because using plugins that not commonly used. Need to add it manually in AgateLinter rule set when using it.
Soundscape Palette
ASSP_
ASSP_SomeExample Unreal plugin (official from Epic) that procedurally generates ambient sounds which are streamed as the player moves around the world. Not available in AgateLinter by default because using plugins that not commonly used. Need to add it manually in AgateLinter rule set when using it.
Blueprint
BP_
BP_SomeExample
Blueprint Actor Component
BPAC_
BPAC_SomeExample
Blueprint Function Library
BPFL_
BPFL_SomeExample
Blueprint Interface
BPI_
BPI_SomeExample
Blueprint Macro Library
BPML_
BPML_SomeExample
Blueprint Scene Component
BPSC_
BPSC_SomeExample
Enumerator
E
ESomeExample No underscore.
Game Instance
BPGI_
BPGI_SomeExample
Structure
F
FSomeExample No underscore.
Tutorial Blueprint
TBP_
TBP_SomeExample
Editor Utility Blueprint
EBP_
EBP_SomeExample
Lint Rule
BPLR_
BPLR_SomeExample
Lint Rule Collection
BPLRC_
BPLR_SomeExample
Editor Utility Blueprint
EBP_
EBP_SomeExample
Editor Utility Widget Blueprint
EWBP_
EWBP_SomeExample
Game Instance
BPGI_
BPGI_SomeExample
Input Action
IA_
IA_SomeExample
Input Mapping Context
IMC_
IMC_SomeExample
Game Phase Abilities
GP_
GP_SomeExample Unreal plugin (official from Epic) that provide for ability framework and handle multiplayer problem. Not available in AgateLinter by default because using plugins that not commonly used. Need to add it manually in AgateLinter rule set when using it.
Gameplay Abilities
GA_
GA_SomeExample Unreal plugin (official from Epic) that provide for ability framework and handle multiplayer problem. Not available in AgateLinter by default because using plugins that not commonly used. Need to add it manually in AgateLinter rule set when using it.
Gameplay Ability Set
GS_
GS_SomeExample Unreal plugin (official from Epic) that provide for ability framework and handle multiplayer problem. Not available in AgateLinter by default because using plugins that not commonly used. Need to add it manually in AgateLinter rule set when using it.
Gameplay Cue Notifies
GCN_
GCN_SomeExample Lyra
Gameplay Effects
GE_
GE_SomeExample Unreal plugin (official from Epic) that provide for ability framework and handle multiplayer problem. Not available in AgateLinter by default because using plugins that not commonly used. Need to add it manually in AgateLinter rule set when using it.
Gameplay Effects Execution Calculation
GEC_
GEC_SomeExample Unreal plugin (official from Epic) that provide for ability framework and handle multiplayer problem. Not available in AgateLinter by default because using plugins that not commonly used. Need to add it manually in AgateLinter rule set when using it.
Latent Gameplay Cue Notifies
GCNL_
GCNL_SomeExample Lyra
Game Mode
BPGM_
BPGM_SomeExample
Game State
BPGS_
BPGS_SomeExample
Player Controller
BPPC_
BPPC_SomeExample
Player State
BPPS_
BPPS_SomeExample
Material
M_
M_SomeExample_Variant
Material (Decal) Decal M_ _D M_SomeExample_Variant_D
Material (Light Function) LightFunction M_ _LF M_SomeExample_Variant_LF
Material (Post Process) PostProcess M_ _PP M_SomeExample_Variant_PP
Material (User Interface) UserInterface M_ _UI M_SomeExample_Variant_UI
Material (Volume) Volume M_ _V M_SomeExample_Variant_V
Material Function
MF_
MF_SomeExample MF_GroundGrass_Variant Can contain atomic number when used as layer and the output is 1 attribute material.
Material Instance PostProcess MI_ _PP MI_SomeExample_Variant_PP
Material Instance
MI_
MI_SomeExample_Variant
Material Instance (User Interface) UserInterface MI_ _UI MI_SomeExample_Variant_UI
Material Instance Constant PostProcess MI_ _PP MI_SomeExample_Variant_PP
Material Parameter Collection
MPC_
MPC_SomeExample
Subsurface Profile
SP_
SP_SomeExample
Blink Media Player
BMP_
BMP_SomeExample
File Media Source
FMS_
FMS_SomeExample
Media Player
MP_
MP_SomeExample
Media Sound Wave
MSW_
MSW_SomeExample_Variant
Media Texture
MT_
MT_SomeExample_Variant
Animated Vector Field
VFA_
VFA_SomeExample
Camera Anim
CA_
CA_SomeExample
Color Curve
CC_
CC_SomeExample
Curve Atlas
CAT_
CAT_SomeExample
Curve Table
CT_
CT_SomeExample
Data Asset
DA_
DA_SomeExample
Data Registry
DR_
DR_SomeExample
Data Table
DT_
DT_SomeExample
Float Curve
CF_
CF_SomeExample
Foliage Type
FT_
FT_SomeExample
Force Feedback Effect
FFE_
FFE_SomeExample
Landscape Grass Type
LG_
LG_SomeExample
Landscape Layer
LL_
LL_SomeExample
Level
L_
L_SomeExample
Level (World Partition)
LWP_
LWP_SomeExample
Level Instance
LI_
LI_SomeExample_Variant
Object Library
OL_
OL_SomeExample
Redirector



Fix redirectors ASAP!!!
Static Mesh
SM_
SM_SomeExample_Variant
Static Vector Field
VF_
VF_SomeExample
Touch Interface Setup
TI_
TI_SomeExample
Vector Curve
CV_
CV_SomeExample
Niagara Dynamic Input Script
NDIS_
NDIS_SomeExample
Niagara Effect Type
NET_
NET_SomeExample
Niagara Emitter
NE_
NE_SomeExample_Variant
Niagara Function Script
NFS_
NFS_SomeExample
Niagara Module Script
NMS_
NMS_SomeExample
Niagara Parameter Collection
NPC_
NPC_SomeExample
Niagara Parameter Collection Instance
NPCI_
NPCI_SomeExample
Niagara System
NS_
NS_SomeExample_Variant
Paper Flipbook
PFB_
PFB_SomeExample_Variant
Sprite
SPR_
SPR_SomeExample_Variant
Sprite Atlas Group
SPRG_
SPRG_SomeExample_Variant
Tile Map
TM_
TM_SomeExample_Variant
Tile Set
TS_
TS_SomeExample_Variant
Destructable Mesh
DM_
DM_SomeExample_Variant
Physical Material
PM_
PM_SomeExample
Physics Asset
PHYS_
PHYS_SomeExample
Asset Placement Palette
APP_
APP_SomeExample Asset Placement Editor Mode Plugin.
Substance Graph Instance
SGI_
SGI_SomeExample_Variant Substance Plugin.
Substance Instance Factor
SIF_
SIF_SomeExample_Variant Substance Plugin.
Procedural Content Generation
PCG_
PCG_SomeExample_Variant
Cube Render Target
RTC_
RTC_SomeExample_Variant
Render Target
RT_
RT_SomeExample_Variant
Texture
T_
T_SomeExample_Variant Usually used for UI and Color LUT.
Texture (Alpha/Opacity)
T_ _A T_SomeExample_Variant_A
Texture (Ambient Occlusion)
T_ _O T_SomeExample_Variant_O
Texture (Base Color)
T_ _D T_SomeExample_Variant_D Base Color Albedo Diffuse.
Texture (Displacement)
T_ _P T_SomeExample_Variant_P
Texture (Emissive)
T_ _E T_SomeExample_Variant_E
Texture (Flow Map)
T_ _F T_SomeExample_Variant_F
Texture (Height)
T_ _H T_SomeExample_Variant_H
Texture (Light Map)
T_ _L T_SomeExample_Variant_L
Texture (Mask)
T_ _M T_SomeExample_Variant_M
Texture (Metallic)
T_ _T T_SomeExample_Variant_T
Texture (Normal)
T_ _N T_SomeExample_Variant_N
Texture (Packed)
T_ _* T_SomeExample_Variant_ORTH T_SomeExample_Variant_ORH Use texture type in RGBA order. e.g. ORMH (Ambient Occlusion Roughness Metallic Height) or ORH for RGB only (Ambient Occlusion Roughness Height).
Texture (Roughness)
T_ _R T_SomeExample_Variant_R
Texture (Specular)
T_ _S T_SomeExample_Variant_S
Texture Cube
TC_
TC_SomeExample_Variant
Texture Light Profile
TLP_
TLP_SomeExample_Variant
Font
F_
F_SomeExample
Slate Brush
WSB_
WSB_SomeExample
Slate Widget Style
WSS_
WSS_SomeExample
Widget Blueprint
WBP_
WBP_SomeExample