From ue5-style-guide
Creating, renaming, or organizing Unreal Engine assets
How this skill is triggered — by the user, by Claude, or both
Slash command
/ue5-style-guide:asset-namingThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Follow these naming conventions for all Unreal Engine 5 assets.
Follow these naming conventions for all Unreal Engine 5 assets.
Prefix_BaseAssetName_Variant_Suffix
| Prefix | Asset Type |
|---|---|
| BP_ | Blueprint |
| M_ | Material |
| MI_ | Material Instance |
| SM_ | Static Mesh |
| SK_ | Skeletal Mesh |
| T_ | Texture |
| P_ | Particle System (Legacy) |
| S_ | Sound |
| RT_ | Render Target |
| A_ | Animation Sequence |
| ABP_ | Animation Blueprint |
| WBP_ | Widget Blueprint |
| NS_ | Niagara System |
| NE_ | Niagara Emitter |
| Suffix | Map Type |
|---|---|
| _D | Diffuse/Base Color |
| _N | Normal |
| _R | Roughness |
| _M | Metallic |
| _E | Emissive |
| _A | Alpha/Opacity |
| _O | Ambient Occlusion |
| _ORM | Packed AO/Roughness/Metallic |
[A-Za-z0-9_]+SM_Rock_01
SM_Rock_Mossy_02
T_Rock_D
T_Rock_N
T_Rock_ORM
M_Rock_Master
MI_Rock_Mossy
BP_PickupItem_Health
WBP_MainMenu
NS_Explosion_Fire
Documentation: https://dev.epicgames.com/documentation/en-us/unreal-engine/recommended-asset-naming-conventions-in-unreal-engine-projects
npx claudepluginhub rickym-h/jadefall-marketplace --plugin ue5-style-guideEstablishes scalable naming conventions for design elements, UI components, tokens, files, code assets, and illustrations with patterns, principles, and pitfalls to avoid.
Inspects and edits NameMap entries in UE5 .uasset files via BPX CLI commands: list, add, set, remove with auto-computed hashes, dry-run, and backups.
Expert guidelines for Unreal Engine 5.x C++ development covering UObject lifecycle, reflection system, performance patterns, and Epic's naming conventions.