Anyone that has worked using Unreal engine will know that there can be a huge amount of various assets that get used and imported into Unreal Engine Projects. So it has been standardised to put certain prefixes before different types of files to help identify them quickly and efficiently. – If you are working in a game or just creating cinematics it is good practice to use these naming conventions.
E.g. SM_vampirecar = Static Mesh vampire car.
Unreal Engine Naming Conventions below:
BP_ Blueprint SK_ Skeletal Mesh SM_ Static Mesh AD_ Apex Destructible Asset AC_ Apex Cloth Asset MT_ Morph Target ST_ Speed Tree PS_ Particle System LF_ Lens Flare VF_ Vector Field S_ Sound SC_ Sound Cue M_ Material MI_ Material Instance MITV_ Material Instance Time Varying MF_ Material Function MPC_ Material Parameter Collection T_ Texture SP_ Sprite SS_ Sprite Sheet TC_ Texture Cube RT_ Render Target PM_ Physical Material
If you notice a mistake or think an update is needed please do add a comment below – Thanks!