Original readme contents below.
This fork adds/modifies the following:
- Refactored code to follow the Epic C++ Coding Standard which mostly means the following:
- Change widespread use of
snake_case
toCapitalCase
. - Big pass of formatting rules to be more in line with UE engine source code. Mostly changing
void WideCode< FString >( FArg & MyArg )
tovoid 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 sizedint32
- Change widespread use of
- Fix deprecation warnings and bring code up to date with UE5.3.
- 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.
- (Planned) Allow users to define multiple valid prefixes for a single class type by separating them with a
;
. (e.g. Material can beMM_
,M_
,MI_
)
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.