> For the complete documentation index, see [llms.txt](https://docs.infimagames.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.infimagames.com/product/low-poly-animated-modern-guns-pack/project-info/naming-conventions.md).

# Naming Conventions

## **Terminology**

These are naming conventions that are specific for this art pack.

| Prefix      | Full Name Explanation             | Description                                                                                                                                                                                                 |
| ----------- | --------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **TP\_**    | **Third Person View**             | This prefix is used for animations that are made to be seen from a third person perspective.                                                                                                                |
| **FP\_**    | **First Person View**             | This prefix is used for animations that are made to be seen from a first person perspective.                                                                                                                |
| **PCH\_**   | **Player Character**              | This prefix is used for animations that are meant to be played on the controllable player character.                                                                                                        |
| **CH\_**    | **Character**                     | This prefix is used for animations that are meant to be played on non player characters, such as AI enemies for example.                                                                                    |
| **WEP\_**   | **Weapon**                        | This prefix is used for animations that are made specifically for the custom gun skeletons, such as fire and reloads.                                                                                       |
| **\_ATT**   | **Attachment**                    | This term is used for weapon attachment meshes such as grips, scopes, and lasers.                                                                                                                           |
| **\_LPAMG** | **Low Poly Animated Modern Guns** | <p>This term is used to quickly identify assets that are associated with the Low Poly Animated Modern Guns art pack (useful to quickly locate asset files in<br>bigger projects with many other files).</p> |
| **\_AN**    | **Animation Notify**              | This term is used to quickly identify blueprint assets that are used as animation notifies.                                                                                                                 |

## **Asset Naming Conventions**

### **Animations**

| Asset Type        | Prefix | Suffix | Example                          | Description                                                      |
| ----------------- | ------ | ------ | -------------------------------- | ---------------------------------------------------------------- |
| Animation         | A\_    |        | A\_FP\_WEP\_X13\_Holster         | This prefix is used to quickly identify animation files.         |
| Animation Montage | AM\_   |        | AM\_LPAMG\_FP\_WEP\_X13\_Holster | This prefix is used to quickly identify animation montage files. |
| Blend Space       | BS\_   |        | BS\_LPAMG\_FP\_PCH\_Walking      | This prefix is used to quickly identify blend space files.       |

### Meshes

| Asset Type    | Prefix | Suffix | Example                | Descriptio                                                                                                                                                                                     |
| ------------- | ------ | ------ | ---------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Skeletal Mesh | SK\_   |        | SK\_LPAMG\_Arms\_Base  | This prefix is used for all skeletal meshes (meshes that are skinned to a skeleton, for example the character).                                                                                |
| Skeleton      | SKEL\_ |        | SKEL\_LPAMG\_Character | This prefix is used for all skeleton assets, this is the file that contains the bone hierarchy of the skeletal mesh.                                                                           |
| Physics Asset | PA\_   |        | PA\_LPAMG\_Arms\_Base  | Used for all physics assets, this is the file that contains the physics/collision setup for skeletal meshes.                                                                                   |
| Static Mesh   | SM\_   |        | SM\_LPAMG\_Bullet\_9mm | Used to quickly identify static mesh files, these files may have custom naming conventions from time to time, for example the weapon attachments use "*ATT*" in order to easily identify them. |

### Textures

| Asset Type         | Prefix          | Suffix | Example                        | Description                                                                                     |
| ------------------ | --------------- | ------ | ------------------------------ | ----------------------------------------------------------------------------------------------- |
| Texture (Diffuse)  | T\_             | \_D    | T\_LPAMG\_WEP\_Camo\_Desert\_D | The prefix is used to identify texture files, the suffix determines what type of texture it is. |
| Texure (Roughness) | T\_             | \_R    | T\_LPAMG\_WEP\_Camo\_Desert\_R | The prefix is used to identify texture files, the suffix determines what type of texture it is. |
| Texture (Normal)   | T\_             | \_N    | T\_LPAMG\_WEP\_Camo\_Desert\_N | The prefix is used to identify texture files, the suffix determines what type of texture it is. |
| Texture Icon (HUD) | T\_LPAMG\_HUD\_ |        | T\_LPAMG\_HUD\_X13\_Body       | This prefix is used for UI/HUD icon textures.                                                   |

### Materials

| Asset Type        | Prefix | Suffix | Example                      | Description                                              |
| ----------------- | ------ | ------ | ---------------------------- | -------------------------------------------------------- |
| Material          | M\_    |        | M\_LPAMG\_Weapon             | This prefix is used to identify base material files.     |
| Material Instance | MI\_   |        | MI\_LPAMG\_WEP\_Camo\_Desert | This prefix is used to identify material instance files. |
| Physics Material  | PM\_   |        | PM\_Metal                    | This prefix is used to identify physics material files.  |

### Particle Effects

| Asset Type      | Prefix | Suffix | Example           | Description                                            |
| --------------- | ------ | ------ | ----------------- | ------------------------------------------------------ |
| Particle System | PS\_   |        | PS\_Explosion\_01 | This prefix is used to identify particle system files. |

### Audio

| Asset Type    | Prefix | Suffix | Example                  | Description                                                                                                                                                     |
| ------------- | ------ | ------ | ------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Sound Cue     | SC\_   |        | SC\_FP\_WEP\_X13\_Reload | This prefix is used to identify sound cue files, is usually combined with other prefixes such as "*FP*" or "*WEP*" in order to further specify how it is used.  |
| Sound Wave    | S\_    |        | S\_FP\_WEP\_X13\_Reload  | This prefix is used to identify sound wave files, is usually combined with other prefixes such as "*FP*" or "*WEP*" in order to further specify how it is used. |
| Reverb Effect | RE\_   |        | RE\_LPAMG\_Reverb        | This prefix is used to identify reverb effect files.                                                                                                            |

### Levels/Maps

| Asset Type | Prefix | Suffix | Example                        | Description                                                                                                                                                    |
| ---------- | ------ | ------ | ------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Level      | L\_    |        | L\_LPAMG\_Showcase\_Animations | This prefix is used to identify level files, is usually combined with other prefixes such as "*LPAMG*" or "*Demo*" in order to further specify how it is used. |

### Blueprints

| Asset Type          | Prefix | Suffix | Example               | Description                                                                                                                                                                 |
| ------------------- | ------ | ------ | --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Blueprint           | BP\_   |        | BP\_LPAMG\_PCH        | This prefix is used to identify blueprint files, is usually combined with other prefixes such as "*LPAMG*" or "*PCH*" in order to further specify how it is used.           |
| Blueprint Interface | BPI\_  |        | BPI\_LPAMG\_WEP       | This prefix is used to identify blueprint interface files, is usually combined with other prefixes such as "*LPAMG*" or "*PCH*" in order to further specify how it is used. |
| Widget Blueprint    | WBP\_  |        | WBP\_LPAMG\_Interface | This prefix is used to identify widget blueprint files, these files are usually used for the user interface.                                                                |
| Animation Blueprint | ABP\_  |        | ABP\_LPAMG\_FP\_PCH   | This prefix is used to identify animation blueprint files, these files are used to control and play animations on the player character and wepon skeletons.                 |
| Structure           | S\_    |        | S\_LPAMG\_WEP\_Sounds | This prefix is used to identify structure files. These files contain data.                                                                                                  |

***


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