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ReferenceAsset Naming

Asset Naming

Pro’s Biome Generator matches your prompts to meshes by name. Clean naming makes the generator work; generic naming makes it useless.

This page applies specifically to the Biome Generator extension. General agent prompting doesn’t depend on naming (the agent can use find_assets and check paths), but the Biome Generator’s mesh-picking pipeline reads names literally.

The basic pattern

SM_<Type>_<Variant> SM_<Type>_<Size>_<Variant> SM_<Type>_<Biome>_<Variant>

Start with SM_ (Static Mesh prefix, Unreal convention), the asset type, then optional size / biome / state qualifiers, then a numeric variant.

Good names

CategoryExamples
TreesSM_Pine_01, SM_Pine_Dead_03, SM_Oak_02
Tree speciesSM_BlackAlder_Forest_01, SM_EuropeanBeech_Field_02
SaplingsSM_BlackAlder_Sapling_02, SM_Hemlock_Seedling_01
BushesSM_ForestBush_01, SM_Bush_Summer, SM_DesertBush_02
Ground coverSM_GroundCover_02, SM_MattedPratia_05, SM_ScotchMoss_A
GrassSM_ThatchingGrass00_V2, SM_Grass_03, SM_Ryegrass_A
FlowersSM_Flower_Pink_01, SM_Crownbeard_02, SM_WhiteEverlasting_03
FernsSM_Fern_01, SM_FernB_03
Ivy / vinesSM_CreeperIvy_04, SM_EnglishIvy_07
RocksSM_ForestRock_Snow_01, SM_Rock_05, SM_MossyRock
Fallen logsSM_FallenLog_02, SM_MossyLog, SM_FallenPineTree
DebrisSM_DeadBranches_03, SM_Needle_Pile_01, SM_LeafScatter_02
Water plantsSM_CatTail_A, SM_WhiteWaterLily_B, SM_Papyrus01

Bad names

GoodBad
SM_Pine_01Mesh_001
SM_OakTree_03Tree_Final_v2
SM_BlackAlder_Sapling_02Small_Asset_New
SM_ThatchingGrass00_V6Grass
SM_ForestRock_Snow_03Rock_v3_FINAL_USE_THIS
SM_FallenFirTreeLog_Thing_02b

The bad names fail because:

  • Mesh_001 has no asset type. The generator can’t match any prompt keyword.
  • Tree_Final_v2: “Final” and “v2” aren’t biologically meaningful. The generator treats “v2” as noise.
  • Grass is too generic; no variant number means the generator can’t build a diverse palette.
  • Rock_v3_FINAL_USE_THIS has the same issue, plus the noise suffixes actively confuse the matcher.

Rules of thumb

  1. Include the asset type. Start with what the object is: Pine, Oak, Rock, Grass, Fern, Flower, Log.
  2. Specify variants numerically. _01, _02, _03 distinguish multiple of the same type.
  3. Indicate state / size. Dead, Snow, Small, Sapling, Seedling, Fallen, Mossy, Burnt: descriptors that the generator can match.
  4. Biome context. For biome-specific assets: Desert_Bush, Forest_Rock, Snow_Pine.
  5. SM prefix. Follow Unreal’s Static Mesh prefix convention. Optional but recommended.

Asset variety checklist

Before generating environments, verify your project has sufficient coverage:

CategoryMin. recommendedAsset types
Large trees2-4 variantsDifferent species or sizes of tall trees
Small trees / saplings2-3 variantsYounger trees, saplings, seedlings
Bushes & ferns3-5 variantsShrubs, ferns, medium-height plants
Ground vegetation4-8 variantsGrass, flowers, ground cover, moss, low plants
Accent & debris2-4 variantsFallen logs, stumps, large rocks, dead branches

An SM_Pine_01 + SM_Pine_02 + SM_Oak_01 + SM_Fern_03 + SM_ForestRock_02 library is enough to get solid forest results.

If your project doesn’t have this variety, click Download Demo Assets in the chat header. The Stylescape HD pack drops 224 meshes across 6 biomes into /Game/StylescapeHD/ with canonical names the generator matches out of the box.

Renaming existing assets

If your project has “bad” names, you don’t have to rename manually. Ask the agent:

Find every Static Mesh under /Game/Foliage/ that doesn’t follow the SM_Category_Variant naming pattern and propose a rename list. Don’t apply yet, just show me.

The agent will use find_assets, read file paths, and propose a rename table. Review it; if you approve, ask:

Apply the rename list and update all references.

The agent uses rename (which safely updates every reference across the project) to do the bulk rename.

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