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UE5 Naming Convention Validation

Original readme contents below.

This fork

This fork adds/modifies the following:

  1. Refactored code to follow the Epic C++ Coding Standard which mostly means the following:
    • Change widespread use of snake_case to CapitalCase.
    • Big pass of formatting rules to be more in line with UE engine source code. Mostly changing void WideCode< FString >( FArg & MyArg ) to void NormalWidth<FString>(FArg& MyArg).
    • Remove usage of auto in favour of explicit types, except when dealing with lambdas.
    • Rename certain booleans to have their proper b prefix.
    • Change usage of size-less int to sized int32
  2. Fix deprecation warnings and bring code up to date with UE5.3.
  3. Add sensible defaults to the validator based on Epics Naming Standard so that the plugin works out of the box without configuration for 90% of use cases.
  4. (Planned) Allow users to define multiple valid prefixes for a single class type by separating them with a ;. (e.g. Material can be MM_, M_, MI_)

Original Readme

This plug-in allows you to make sure all assets of your project are correcly named, based on your own rules.

You can validate individual asset names by defining a prefix and / or a suffix based on the asset type.

But you can also implement more complicated validation rules, like making sure all assets inside a folder have a keyword in their name.

Check the documentation for all the informations.

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