Renamer Tool
Last updated
Last updated
The actions of renaming assets will take place only if you select assets in the Content Browser.
Before using any of these actions, be sure you have the redirectors fixed up because in Unreal, renaming the assets can break references especially if they are used in blueprints/structures.
"$OldName" will be replaced with the original asset name.
“$Number” will be replaced with the counting number
Pattern Type defines the numbering of the assets and it can be: "1", "01", "001", "0001".
$Old Name settings:
Example:
Name Pattern: “$OldName_NewName_$Number”
Before renaming the assets:
After renaming the assets:
Name Pattern: “$OldName_NewName_$Number”
Before renaming the assets:
After renaming the assets:
For each selected asset, find the text ("Find") in the asset name and replace it with other text. ("Replace")
Example:
Before renaming the assets:
After renaming the assets:
Add prefix - It will add the prefix at the start of the name. If the "Consider Conventional Prefix/Suffix" is checked, the prefix will be placed immediately after the conventional prefix (if that is the case).
Add suffix - It will add the suffix at the end of the name. If the "Consider Conventional Prefix/Suffix" is checked, the suffix will be placed immediately before the conventional suffix (if that is the case).
"Consider Conventional Prefix/Suffix" enabled/disable:
Remove From Start - It will remove the "Number of characters" from the start of the original name. If the "Consider Conventional Prefix/Suffix" is checked, it will remove the first characters immediately after the conventional prefix.
Remove From End - It will remove the "Number of characters" from the end of the original name. If the "Consider Conventional Prefix/Suffix" is checked, it will remove the last characters before the conventional suffix.
The selected assets will be numbered - the number will be placed at the end of each name.
If the name already has a number at the end of the name, it will be deleted before numbering.
Pattern Type can be: "1", "01", "001", "0001".
Example:
Before renaming the assets:
After renaming the assets:
*Adds or replaces wrong prefixes to all your assets according to the official unreal engine name convention ( Materials - M_, Material Instances - MI_ Textures - T_, Blueprints - B_, etc.)
*Removes first characters if it is numeric, “_” or “-”.
*Replaces full name texture types with the abbreviation. (Metallic - MT, baseColor - BC, etc.)
*Shows the textures that might have wrong suffixes.
Examples:
“Prop_model” (Static Mesh) rename to “SM_Prop_model”
“_Building_M” (Texture) rename to “T_Building_M”
“BL_Tree” (Blueprint) rename to “B_Tree”
“Bricks_Roughness” (Texture) rename to “T_Bricks_R”
The "Asset List" contains the assets that will be changed, and if you want, you can remove one or more assets from this list, so they will not be modified. Then you can continue the action or return to the main page.
Example of adding conventional prefixes:
If there is no selected asset in the Content Browser the action will be applied using the default selection of assets:
Entire Project - All the assets from the project.
Custom Path - All the assets from the custom path folder and subfolders.
Specific Assets - Only the assets from the “Specific Assets” array.
Also, in the Settings tab, you can add assets in the “Blacklist Assets” if you want them to not be modified by the Conventional Name action: