This blog post is to demonstrate my file structure within unreal.
At university, we learned this is what we should do for our folder structure - in this case, we use T_ for textures, M_ for materials, SM_ for static meshes, NS_ for Niagara systems so on and so forth.
I would have sub divided all of these assets into subsections in order to generate a more easy navigable menu - even when things are named this way, it can be difficult to find where assets are without specifically searching for them.
Furthermore, When making material instances, in the case of my flickering lights for example, I did it so the prefix is MI_ to denote material instances - even though it wasn't a specific material instance like when you create a material instance by right clicking an asset - instead duplicating it to alter a different setting. In the case of the lighting, I needed to change time input values for the light to have different flickering effects per light.
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Contents origin folder |
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Material folder |
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Particle folder |
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Texture folder |
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