When working on a team project in Unreal Engine 5.2, maintaining a consistent asset structure is crucial for efficiency and organization. As we integrated multiple asset packs, I quickly noticed a major issue: each pack followed a different naming convention. This inconsistency made searching for assets difficult and disrupted our workflow.
To solve this problem, I developed a set of Python scripts to:
● Automate renaming assets based on a consistent naming convention.
● Organize assets into appropriate folders.
● Clean up unused assets to keep the project lightweight.


1. Automating Asset Renaming
1.1 Basic Renaming Script
The Problem
We needed a way to rename assets based on a user-defined pattern. Unreal Engine's built-in tools didn’t offer the flexibility required for bulk renaming.
The Solution
I created a script that allows users to select assets, specify a search pattern, and replace it with a new pattern.
This script improved efficiency, but I realized that many renaming cases simply required adding a prefix.
1.2 Prefix-Based Naming Convention
The Problem
A more structured naming convention was needed. Our team decided to follow a prefix-based approach where each asset type (Blueprint, StaticMesh, Texture, etc.) had a designated prefix.
The Solution
I created a script that automatically applies the correct prefix based on the asset type.
Since our team had already approved a naming convention, I stored the prefix mapping in a separate file for easier updates.
2. Organizing Asset Folders
2.1 Folder Structure Problem
As our project grew, assets from various packs and our own work became mixed in the same directories, making it difficult to find assets.
2.2 Folder Organization Script
This script automatically sorts assets into folders based on their class type.
3. Cleaning Up Unused Assets
3.1 Identifying and Removing Unused Assets
The Problem
Over time, projects accumulate unused assets that waste disk space and clutter the workspace.
The Solution
I created a script to find assets with no references and move them to a trash folder instead of deleting them outright.
This script prevents accidental deletion and allows for manual review before assets are permanently removed.
Conclusion & Future Improvements
By automating renaming, organizing, and cleaning up assets, our team now has a structured and efficient project. Future improvements include:
● Developing a tool to remove empty folders.
● Combining all tools into a single Unreal Utility Widget instead of separate scripted actions.
These scripts have significantly improved our workflow, and I hope they can help others facing similar asset management challenges! You can find all scripts and the latest updates on GitHub.