Files are named using the appropriate file type prefix from the table, along with the first three characters from their name, then a reference to the associated skin as well as a descriptor for their use and finally the suffix from the table (if a texture.)
For example Clairen’s Default Body Base Color Texture should be named:
T_Cla_DefaultBody_BC
| Asset Type | Prefix | Suffix |
| Texture – Base Color | T_ | _BC |
| Texture – Opacity | T_ | _Opacity |
| Texture – Normal | T_ | _N |
| Texture – Outline, Roughness, Metallic, Shading (Channel Packed) | T_ | _ORMS |
| Texture – General Mask | T_ | _M |
| Skeletal Mesh | SK_ | |
| Static Mesh | SM_ | |
| Material | MAT_ | |
| Material Instance | MI_ | |
| Animation Sequence | AN_ | |
| Level sequence | SQ_ |