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
| Category | Examples |
|---|---|
| Trees | SM_Pine_01, SM_Pine_Dead_03, SM_Oak_02 |
| Tree species | SM_BlackAlder_Forest_01, SM_EuropeanBeech_Field_02 |
| Saplings | SM_BlackAlder_Sapling_02, SM_Hemlock_Seedling_01 |
| Bushes | SM_ForestBush_01, SM_Bush_Summer, SM_DesertBush_02 |
| Ground cover | SM_GroundCover_02, SM_MattedPratia_05, SM_ScotchMoss_A |
| Grass | SM_ThatchingGrass00_V2, SM_Grass_03, SM_Ryegrass_A |
| Flowers | SM_Flower_Pink_01, SM_Crownbeard_02, SM_WhiteEverlasting_03 |
| Ferns | SM_Fern_01, SM_FernB_03 |
| Ivy / vines | SM_CreeperIvy_04, SM_EnglishIvy_07 |
| Rocks | SM_ForestRock_Snow_01, SM_Rock_05, SM_MossyRock |
| Fallen logs | SM_FallenLog_02, SM_MossyLog, SM_FallenPineTree |
| Debris | SM_DeadBranches_03, SM_Needle_Pile_01, SM_LeafScatter_02 |
| Water plants | SM_CatTail_A, SM_WhiteWaterLily_B, SM_Papyrus01 |
Bad names
| Good | Bad |
|---|---|
SM_Pine_01 | Mesh_001 |
SM_OakTree_03 | Tree_Final_v2 |
SM_BlackAlder_Sapling_02 | Small_Asset_New |
SM_ThatchingGrass00_V6 | Grass |
SM_ForestRock_Snow_03 | Rock_v3_FINAL_USE_THIS |
SM_FallenFirTree | Log_Thing_02b |
The bad names fail because:
Mesh_001has 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.Grassis too generic; no variant number means the generator can’t build a diverse palette.Rock_v3_FINAL_USE_THIShas the same issue, plus the noise suffixes actively confuse the matcher.
Rules of thumb
- Include the asset type. Start with what the object is:
Pine,Oak,Rock,Grass,Fern,Flower,Log. - Specify variants numerically.
_01,_02,_03distinguish multiple of the same type. - Indicate state / size.
Dead,Snow,Small,Sapling,Seedling,Fallen,Mossy,Burnt: descriptors that the generator can match. - Biome context. For biome-specific assets:
Desert_Bush,Forest_Rock,Snow_Pine. - SM prefix. Follow Unreal’s Static Mesh prefix convention. Optional but recommended.
Asset variety checklist
Before generating environments, verify your project has sufficient coverage:
| Category | Min. recommended | Asset types |
|---|---|---|
| Large trees | 2-4 variants | Different species or sizes of tall trees |
| Small trees / saplings | 2-3 variants | Younger trees, saplings, seedlings |
| Bushes & ferns | 3-5 variants | Shrubs, ferns, medium-height plants |
| Ground vegetation | 4-8 variants | Grass, flowers, ground cover, moss, low plants |
| Accent & debris | 2-4 variants | Fallen 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 theSM_Category_Variantnaming 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.