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Advanced Organizer V2

Advanced Organizer lets you organize your content browser easily by providing easy-to-use and understandable features to rename your assets.

  • サポートされたプラットフォーム
  • サポートされたエンジンバージョン
    5.1 - 5.4
  • ダウンロードのタイプ
    完全なプロジェクト
    この製品には、Unreal Engine プロジェクトの完全なフォルダが含まれており、Config ファイル、コンテンツのファイル、.uproject ファイルが完備されています。新規プロジェクトを作成するためのテンプレートとして利用することができます。

Advanced Organizer


Keeping your content browser clean and intuitive to navigate is one of the keys to making your workspace more comfortable to use. Especially after importing a lot of assets from different creators who use different naming conventions.


This tool can save you and your teammates a lot of time in organizing the project files. You simply choose what to include in the batch rename process and decide how the tool will handle the naming convention.


With the newest version, you can:


  •  Use the asset management panel built into the tool interface.
  •  Include asset type, asset name, asset variation, asset number and asset subtype in the new asset name.
  • Asset type can be detected automatically by the tool using the conventions map that you can modify for your needs.
  • Asset numbers can be assigned automatically and the tool can detect whether the folder already contained numbered assets that have the same name.
  • Asset subtype can be detected automatically by the tool using the conventions map that you can modify for your needs.
  • Include dependencies, references and sibling assets in the rename process.
  • Move the processed assets to the existing folder or create a new one to move to while executing the rename process.
  • See the detailed log information after the rename process is finished.
  • Access the video tutorial and the documentation for the tool directly from the tools' interface.



You can decide what those properties will be by entering desired text or you can let the tool decide it for you. For example "SM_" is a commonly used naming convention in Unreal Engine so when the tool gets the Static Mesh from the selection it will automatically assign a convention to it unless you want to enter it manually.


You have access to Map Variables in the blueprint, where you can map each asset type with a desired naming convention. The second thing you can map is a probable naming convention, that assets might be named with, and a desired naming convention. So the next time it'll handle those types of conventions automatically.


All the other specifics are described inside the tool itself.


Read the documentation before using the tool: Link

Watch the video tutorial: Link

テクニカルノート

Features:

  •  Manual batch asset renaming
  •  Automated asset batch renaming
  •  Mappable naming conventions
  • Support for Source Controlled projects


Number of Blueprints: 4

Network Replicated: No

Supported Development Platforms:

Windows: Yes

Mac: Yes