What is the benefit of the "TYPE_Asset" naming convention?

Hi everyone, I’ve seen a lot of Unreal folks tend to recommend this asset naming convention that looks like TY_Asset where “TY” is an abbreviation of the asset type.

I have a feeling this thing is unnecessary because Epic already displays the asset type below the name. The only thing that I think it might help with is searching for assets in the details panel, but that doesn’t seem worth it to me because an extra thing to teach teammates.

How do you feel about this?

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There are several software used for teams to share their work and asset management (outside the Unreal Editor) during production.

Most teams use them and you can’t preview anything on them when the file is an Uasset. It’s important to keep the naming convention just so team managers can do their work, many cases team leads won’t even have the Unreal Editor installed on their workstations.