Naming Conventions

This page will outline the naming conventions used for both the project files & assets as well as the code.

Project Files
All project files will use the following naming convention: ___ Example:


 * ANIM_Dwarf_Shoot_02
 * MAT_House_WoodPlank_03
 * SFX_Mage_Death_01

Code
All code for the game will adhere to the following naming convention:

Other coding standards are outlined by Unreal Engine
 * The first letter of each word in a name (such as type name or variable name) is capitalized, and there is usually no underscore between words.
 * Type names are prefixed with an additional upper-case letter to distinguish them from variable names.
 * Template classes are prefixed by T.
 * Classes that inherit from UObject are prefixed by U.
 * Classes that inherit from AActor are prefixed by A.
 * Classes that inherit from SWidget are prefixed by S.
 * Classes that are abstract interfaces are prefixed by I.
 * Enums are prefixed by E.
 * Boolean variables must be prefixed by b
 * Most other classes are prefixed by F, though some subsystems use other letters.
 * Inherited classes will follow the convention 