Yi-X - EZ Batch Rename - Customize Your Own Rules To Rename

EZ Batch Rename helps you organize Unreal Engine project assets and apply consistent naming conventions. Suggest Prefix detects the asset types in your scan and automatically generates matching prefix rules, using common prefixes such as T_ for textures, M_ for materials, and SM_ for static meshes. Choose the suggestions you want, review the updated names in Preview, and apply your batch rename when ready.

The configurable prefix library combines Epic naming recommendations, supplemental common asset prefixes, and project-specific overrides. Generate rules for the supported asset types in your selection or folders, and customize them to fit your project's naming style. Existing active prefix rules are preserved.

Beyond prefixes, combine text replacement, prefix/suffix cleanup, case conversion, shared base names, and custom numbering. Visual name differences, conflict checks, search, and row selection help you review each batch before applying it. Save configurations for recurring tasks, follow per-asset results, and preview restoration from rename history.

Key Features

- Suggest Prefix — automatic common prefix rules: Detect scanned asset types and generate matching naming rules from the configured prefix library. Adopt selected suggestions to refresh the rename preview.

- Customizable, Flexible, type-aware rules: Add prefixes or suffixes, replace or remove text, convert case, and combine rules in order. Target actual asset classes and supported property conditions.

- Visual rename preview: See removed text in red and added text in green. Review naming conflicts, search and filter rows, and process only visible, checked, ready assets.

- Clean Prefix / Suffix: Remove unwanted text before or after an underscore, or trim a specified number of characters from either end.

- Custom names and numbering: Configure a shared base name, starting number, step, padding, and per-folder counters.

- Reusable configurations and workspace: Save, load, and duplicate naming profiles. Keep panel layouts and drafts, or restore the default layout.

- Results and history: Track progress and individual outcomes, then review eligible assets for restoration from a previous batch.

Technical: Editor-only Win64 C++ plugin, one module, full source, UE5.4–5.8. Actual runtime patches: 5.4.4, 5.5.4, 5.6.1, 5.7.4, 5.8.4. Other patches/custom engine builds may require recompilation. No external dependencies, account, activation or subscription. It renames /Game assets, not actor labels or arbitrary disk files. Active levels, real collisions and UE source-control limitations remain protected.