Unreal asset naming convention checker

By Luca Vitiello · Updated 6 October 2026

Paste Unreal asset names into this free checker to test them against the Dousen style, the UE5 style guide by Allar, or a prefix-only rule set. Each name gets a pass or fail with a reason. You can export the rules as a Dousen version 3 conventions file, which Dousen then enforces in Blender, Maya, 3ds Max, Houdini, Substance and Unreal.

Prefix table

Edit any cell, remove a row or add your own. The Dousen key column is the asset type id used in the export. Rows without one are checked here but left out of the YAML.

Asset typeDousen keyPrefixSuffixRemove

How does the checker decide?

The checker reads everything before the first underscore as the prefix and looks it up in the prefix table. A match gives the asset type. Where several rows share a prefix, such as the texture rows that all start with T_, a row with a suffix wins when the name ends with it. Then it applies the options above.

FailureWhat triggers it
Unknown prefixThe prefix isn’t in the table, or the name has no Prefix_ form while that option is on.
Prefix caseThe prefix matches a row only when case is ignored, such as bp_ for BP_.
Too longThe name is longer than the max length.
Bad charactersThe name doesn’t match the allowed-characters expression.
Missing suffixThe prefix only matches rows that need a suffix, such as the T_ texture rows, and the name ends with none of them. The reason lists the suffixes, for example missing suffix (_D, _N).
Nothing after the prefixThe name is a known prefix and an underscore with no base name, such as SM_.
Double or trailing underscoreDousen and Allar styles. The name contains __ or ends with _.
Lowercase base nameDousen and Allar styles. The part after the prefix doesn’t start with an uppercase letter.

The Dousen style is based on the Dousen (default) preset that ships in the Dousen portal, with common engine-only prefixes added that this page checks but doesn't export: the prefixes from the Unreal Engine documentation (SM_, SK_, T_, MI_) with the structure of the UE5 style guide by Allar: Prefix_BaseAssetName_Variant_Suffix, PascalCase, single underscores, and only A-Z, a-z, 0-9 and _. The Allar option mirrors Dousen’s UE5 Allar Style Guide preset, which keeps Allar’s own prefixes, such as S_ for a Static Mesh. Change any prefix in the table to match your project.

What does the YAML export contain?

The export writes version: 3, the two global naming validators, and one entry under asset_types for each row that has a Dousen key. Each entry has the prefix, an optional suffix, and a naming block with a pattern and your max_length. In Dousen style the pattern requires Prefix_, a PascalCase base name and single underscores. In Allar and Minimal styles it allows letters, digits and underscores. Dimensions, categories and validator parameters aren’t part of it. Add those in the portal, as described in Naming conventions.

To use the file, open Projects in the portal, select your project, open the Conventions tab, paste the YAML into the editor or use Upload File, then click Save. Clients cache conventions for 5 minutes.

How does Dousen enforce the same rules?

DousenCore compiles the document and the clients read the compiled result. The DCC addons for Blender, Maya, 3ds Max, Houdini, Substance Painter and Substance Designer report the naming.convention and naming.no_special_chars rules. A rule at error severity blocks the export and one at warning is advisory. In Substance Painter, Substance Designer and Houdini the rule checks the prefix only. The addons also suggest the name from the asset type and tags, so artists don’t type prefixes by hand. In Houdini, validation is the manual Dousen: Validate shelf tool, and the export tools don’t block on it. See the naming rules and DCC addons.

On the Unreal side, the DousenUE plugin builds the asset name and Content Browser folder from the same conventions and checks the package name before it creates the asset. See Naming and destination.

Dousen is free during the studio beta, with access by request, and free forever for teams of up to 5 users. Request early access.