UE4 asset extensions

Why do we need to worry about naming a blueprint “something_bp” or whatever your team convention is to avoid namespace conflicts?

Each asset is already nicely color coded and it is of a specific type implicitly. If file extensions were named differently per asset type instead of all having uasset (just like umap +1). We could have ublueprint, umaterial…etc

It just feel a bit redundant unless I’m missing a point :slight_smile: