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Home Page: http://ue5.style
License: MIT License
An attempt to make Unreal Engine 4 projects more consistent
Home Page: http://ue5.style
License: MIT License
This is an arbitrary example but let's say I have a funciton
void SomeClass::SetTarget(AActor* InTarget){
Target = InTarget;
...
AActor* localTarget = Target; // is local the right prefix for this?
...
}
Traditionally in previous teams I've always named the member variable as m_target in this case but I know that's not recommended. I have seen some instances of Epic using My
as a prefix but that sometimes doesn't look right either.
I could rename the function parameter to be (AActor* InTarget)
Then what about if I need a local function variable do I name that localTarget?
I've yet to find consistent unreal specific guidelines for dealing with these 3 scopes since I thought I read that using this->
isn't typically recommended?
I'd like to propose updating the texture suffix convention as follows, which includes:
Texture | T_ | ||
---|---|---|---|
Texture (Diffuse/Albedo/Base Color) | T_ | _D | |
Texture (Normal) | T_ | _N | |
Texture (Roughness) | T_ | _R | |
Texture (Alpha/Opacity) | T_ | _O | |
Texture (Ambient Occlusion) | T_ | _A | |
Texture (Height/Displacement) | T_ | _H | |
Texture (Bump) | T_ | _B | |
Texture (Emissive) | T_ | _E | |
Texture (Mask) | T_ | _M | |
Texture (Specular) | T_ | _S | |
Texture (Packed) | T_ | _* | See notes below about packing. |
Texture Cube | TC_ | ||
Media Texture | MT_ | ||
Render Target | RT_ | ||
Cube Render Target | RTC_ |
Any ideas on how to name decal materials, new prefix, adding a suffix to the material?
https://docs.unrealengine.com/en-us/Resources/ContentExamples/Decals
Any chance of getting a Linux plugin in the future?
I'm looking for any and all insight on how to manage, name, and really just best practices of all kinds. Literally anything useful with Virtual Production that is helpful to know and conform to.
Please discuss here, on the Gamemakin Discord at https://discord.gg/Kdq5dth , or just create pull requests with your contributions. If possible, please include ways you've seen these in practice, pros and cons, possible alternates. Feel free to contact me through other secure means if you would like to talk behind an NDA or encryption.
I haven't been able to dive real deep into Chaos pipelines, so far all my current game dev experience has been on teams that have still been figuring it out.
I'm looking for any and all insight on how to manage, name, and really just best practices of all kinds. Literally anything useful in Chaos authoring that is helpful to know and conform to.
Please discuss here, on the Gamemakin Discord at https://discord.gg/Kdq5dth , or just create pull requests with your contributions. If possible, please include ways you've seen these in practice, pros and cons, possible alternates. Feel free to contact me through other secure means if you would like to talk behind an NDA or encryption.
Add entry for Runtime Virtual Texture Assets.
In spite of the name, URuntimeVirtualTexture
is a sub-class of UObject
, not UTexture
. Therefore, it probably should not be prefixed with T_, since it cannot be used where textures are normally used.
I propose using RVT as the prefix, as Runtime Virtual Textures are abbreviated like this in the documentation.
Assuming this is good with anyone who cares, I'll have a PR for the change in a bit.
Sound Wave and Animation have the same prefix of A_. It seems that the Sound Wave's "A_" was supposed to stand for Audio, but I think since the suffix "SW_" is not used anywhere, it's better to use "SW_" than "A_".
I would like to know what's the reason behind this convention?
Is it possible to add the general convention for how Data Assets are named?
I came looking for how I should name them and the only mention is an asterisk and "it depends" which left me a bit in the dark how to proceed and what standard practice is normally.
I think it would massively benefit future readers having a naming convention for a type which is supposed to be the correct way to manage a lot of data.
I haven't been able to dive real deep into Niagara pipelines, so far all my current game dev experience has been on teams that have still been figuring it out.
I'm looking for any and all insight on how to manage, name, and really just best practices of all kinds. Literally anything useful in Niagara authoring that is helpful to know and conform to.
Please discuss here, on the Gamemakin Discord at https://discord.gg/Kdq5dth , or just create pull requests with your contributions. If possible, please include ways you've seen these in practice, pros and cons, possible alternates. Feel free to contact me through other secure means if you would like to talk behind an NDA or encryption.
Niagara has more asset types than Cascade. Whereas Cascade had Particle System, Niagara has:
I'd like to see these added to the style guide. I don't have a strong opinion about any of the following proposals, just using them to start the conversation.
Separate prefix for each type, suffix for 1 variation (function script, which is almost the same as a module under the hood).
Asset Type | Prefix | Suffix | Notes |
---|---|---|---|
Niagara Emitter | NE_ | ||
Niagara Module | NM_ | ||
Niagara Function Script | NM_ | _S | |
Niagara System | NS_ |
Same prefix, different suffix for each type.
Asset Type | Prefix | Suffix | Notes |
---|---|---|---|
Niagara Emitter | N_ | _E | |
Niagara Module | N_ | _M | |
Niagara Function Script | N_ | _F | |
Niagara System | N_ | _S |
Reuse current ParticleSystem prefix and add suffixes for each type.
Asset Type | Prefix | Suffix | Notes |
---|---|---|---|
Niagara Emitter | PS_ | _E | |
Niagara Module | PS_ | _M | |
Niagara Function Script | PS_ | _F | |
Niagara System | PS_ | _S |
Hello! I love this guide, but unfortunately, the plugin is not for sale nor updated for the latest engine version.
I would love a mass rename tool. Thank you!
Hello, what is the reason that macro libraries should be avoided per this guide?
Thanks
I'm picking up postprocessing effects and their buffers have turned out to be one of the most asinine things I've seen in UE from a stylistic perspective. "We'll just give this a custom depth buffer of 2 because this is where we have our outline effect" or "Let's set the custom stencil buffer to 3 because this is where we have our desaturated effect". If we pretend this was in a code review for first-party code, I would reject any PR I saw that desaturated objects with object.Foo = 3
. How is anyone supposed to know what that means without having either A) wrote the desaturation or B) asked someone who did??? At a minimum I would expect the word "desaturate" or a layer name there in first-party code.
I don't have strong feelings on the exact way to address this since I don't have much domain experience with postprocessing yet, but it seems like there are plenty of ways this legibility could be improved via a style guide. E.g. "Map the custom buffers to an enum so people can figure out what they do, and use the enum when setting the buffer via C++/blueprint". That doesn't help in the case of setting the property value in instances at edit time in the level, but there are potential improvements that could be made there as well.
Is it too early to have level best practices with Nanite? I guess I'll find out.
I'm looking for any and all insight on how to manage, name, and really just best practices of all kinds. Literally anything useful with Nanite authoring that is helpful to know and conform to.
Please discuss here, on the Gamemakin Discord at https://discord.gg/Kdq5dth , or just create pull requests with your contributions. If possible, please include ways you've seen these in practice, pros and cons, possible alternates. Feel free to contact me through other secure means if you would like to talk behind an NDA or encryption.
Use of Unreal's functional testing features involves the creation of *.umap files that are intended to be run with the automation tools, not played directly by developers or users. Currently the guide explicitly states that ALL map/level files should go in a single directory, but I'd suggest that functional test levels should be called out as an exception to this rule.
More generally, it might be good to establish convention for storage of tests and fixtures in general for those following TDD.
Is it too early to have level best practices with the new level tooling? I guess I'll find out.
I'm looking for any and all insight on how to manage, name, and really just best practices of all kinds. Literally anything useful with Level / World authoring that is helpful to know and conform to.
Please discuss here, on the Gamemakin Discord at https://discord.gg/Kdq5dth , or just create pull requests with your contributions. If possible, please include ways you've seen these in practice, pros and cons, possible alternates. Feel free to contact me through other secure means if you would like to talk behind an NDA or encryption.
This guide needs to be upgraded to a V2 and target Unreal Engine 5.
I'm looking for all feedback and proposals of any kind as to what this document needs, where to take it, anything.
If you've used this guide, please consider helping and shaping the future of Unreal Engine projects everywhere. It is astounding how many people use this guide and you can help make it better for everyone. Even if it just means reporting pain points.
You can engage however you want. Pull requests, issue creation, talking in the discord linked in the readme, becoming a sponsor, raising awareness, flying me out to your studio so I can take a look at your stuff privately and extract only pipeline information, planting trees, etc...
Inside of section 0.3, within the text:
When working within a team or discussing within a community such as Unreal Slackers
The provided link shows that unrealslackers.org is now an expired domain.
I saw that the Linter plugin was removed. Any chance it will be open sourced or a replacement be made?
I see no suffix listed for displacement maps.
Also, in the old UE4 wiki, they used "_DP" for this which doesn't conflict with your existing suffixes, so might be a good idea to use the same.
It's simpler for the Physics Asset prefix to be PA_ instead of PHYS_ as you always mention the object as a Physics Asset and not just Physics. Also PA_ is easier to write and shorter keeping the length of the files name 2 characters shorter. Which in my case means better and more readable :)
This throws an error in Firefox and the website is blocked. You can get one at https://letsencrypt.org.
This may not be related to this style guide but just thought you should know.
The current set of texture suffixes do not include a definition for the Metallic channel.
Since M is taken by Mask and the suffix needs to be a single identifier to support stacking, and there are no great synonyms for metal I propose the suffix C, since metal conducts and is also not taken by the other texture issue #25.
Really I don't care what the suffix is, just want to standardize something. I don't have access to many existing projects, so if a suffix already exists lets use that instead.
I suppose that WBP_
should be selected as preferred, because the BP
letters are included in all other blueprint-related things. Promoting WBP_
prefix will lead to more consistent style, imho.
From section https://github.com/Allar/ue4-style-guide#124-blueprints- ,
Asset type | Prefix |
---|---|
Blueprint | BP_ |
Blueprint Function Library | BPFL_ |
Blueprint Interface | BPI_ |
Blueprint Macro Library | BPML_ |
Widget Blueprint | WB_ or WBP_ |
and from https://github.com/Allar/ue4-style-guide#122-animations-
Asset type | Prefix |
---|---|
Animation Blueprint | ABP_ |
Propose using PC_ as a prefix for LiDAR point cloud data imported from LiDAR scans and AR point cloud data.
Note that these datatypes aren't supported by the base Unreal editor but are supported by standard plugins supplied by Epic.
I propose SGI_ for Substance Graph Instances and SIF_ for Substance Instance Factories.
Linter reports post process materials as regular materials.
I suggest we can use Lyra example project as a starting point for naming conventions and abbreviations
I want to add the Tutorial Blueprint Class, it thinks it should be Blueprint (BP_)
Both assets have the same prefix, A_, and none of them has suffix. Is that intentional?
Hi!
How does one go about installing the linter to UE5?
Marketplace only seems to works with UE <4.
I'm looking for any and all insight on how to manage, name, and really just best practices of all kinds. Literally anything useful with UI / UMG / Slate that is helpful to know and conform to.
Please discuss here, on the Gamemakin Discord at https://discord.gg/Kdq5dth or http://discord.gamemak.in/, or just create pull requests with your contributions. If possible, please include ways you've seen these in practice, pros and cons, possible alternates. Feel free to contact me through other secure means if you would like to talk behind an NDA or encryption.
Is it too early to have Lumen best practices? I guess I'll find out.
I'm looking for any and all insight on how to manage, name, and really just best practices of all kinds. Literally anything useful with Lumen authoring that is helpful to know and conform to.
Please discuss here, on the Gamemakin Discord at https://discord.gg/Kdq5dth , or just create pull requests with your contributions. If possible, please include ways you've seen these in practice, pros and cons, possible alternates. Feel free to contact me through other secure means if you would like to talk behind an NDA or encryption.
Since there is no repository for the linter plug-in itself, I have to post this here.
When the linter plug-in is saving a report file (happens with both JSON and HTML), it tries to open the file in the default browser. However, it only passes the file path to the browser, which will NOT cause the browser to actually open the file, but instead interpret the string in any way it sees fit. In my case it starts a web search for the file path.
Prepend the file protocol prefix to the string passed to the browser. (file:///
)
I really think that it's an UE5 Style Guide, not UE4
I'm a beginner, so this will feel stupid (and I feel dumb for asking), but where are Static Meshes and Textures supposed to go?
The readme example shows an Art folder that also has Animations and Sounds, so I guessed there at first. But then, the readme also mentions an Environment folder later on ("Want to view only static mesh in Environment/Rocks/?").
So, is it Content/Art/Subfolder or Content/Environment/Subfolder?
Also, I suggest that it gets clarified in the readme for newbies like me.
At the moment Sound Concurrency uses _SC as a prefix instead of suffix in the UE marketplace version of Linter
Have there been considerations to adding a section for structuring of work files? Like .blend
.psd
.afdesign
etc. Or at least mention why it falls outside the scope of the guide if that's the case.
Looking for any and all guidance about modular gameplay. This includes things like the Gameplay Ability System as well as the actual 'modular' named new bits in the engine.
In the Asset Name Modifiers section of the style guide, it was stated that:
Asset Type: "Sound Wave" Prefix: "A_"
Retreived from 1.2.10 Sounds
However, the prefix used by Sound Waves conflicts with the prefix used by Animation Sequences.
Asset Type: "Animation Sequence" Prefix: "A_"
Retreived from 1.2.2 Animations
This conflict would mean that if one were to search audio assets using "A_", they would instead find Animation Sequences too, and vice versa.
Change the Animation Sequence prefix from "A_" to "AS_".
This refactor would also conform well with the prefix for Level Sequence, which is "LS_".
Originally posted by @miltoncandelero in #65 (comment)
I do have an idea, can we use MM_
for Master Materials? It would be an easy way to mark that the material is meant to be Instantiated and not used as-is 🤔
Hi, is there any Data Validations bundle in relation with this style guide ?
https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/Assets/DataValidation/
Not that it makes life complicated... But thought I'd raise this in case it's worth addressing to keep all prefixes different?
Curently both Structs and Static Meshes have the S_
prefix. Would it be worth having a different one for the Struct? Something like STR
?
Probably the file prefix should be EUW_filename for the Editor Utility Widget
I would like to propose a GUI folder, with sub-folders for e.g. menu, gameplay, cinematics.
While the example folder structure given is probably meant as a rough draft it would be beneficial to make it more definitive and complete, so setting up new projects gets easier for less experienced teams.
Will there be a linter for 4.26?
I am trying to start here and I saw that the linter is not available for 4.26
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