Unreal Engine Glossary
Known Texture Name Meaning
Suffixes:
_C is Colour/Diffuse/Albedo
_M is Metallic
_F is Fuzziness Mask
_T is Translucency (for subsurface)
_N is Normal
_R is Roughness
_ARM is a composite map consisting of Ambient Occlusion, roughness and metallic on RGB channels respectively.
_ORM is a composite map consisting of Ambient Occlusion, roughness and metallic on RGB channels respectively.
* _Body_Mask is the mask used in most emissive (power up) textures
| Texture Suffix | Red Channel Purpose | Green Channel Purpose | Blue Channel Purpose | Alpha Channel Purpose | Texture Group | Compression Setting |
|---|---|---|---|---|---|---|
| _C | Character | |||||
| _F | CharacterSpecular | |||||
| _M | CharacterSpecular | Grayscale | ||||
| _Mask | CharacterSpecular | Grayscale | ||||
| _N | CharacterNormalMap | Normalmap | ||||
| _R | CharacterSpecular | Grayscale | ||||
| _T | CharacterSpecular | |||||
| _E | CharacterSpecular | |||||
| _ARME | Ambient Occlusion | Roughness | Metallic | Emission | CharacterSpecular | |
| _ORM | Ambient Occlusion | Roughness | Metallic | N/A | ||
| _RMSE | Roughness | Metallic | Speculars | Emission | Masks |
Meshes
SKSkeletal Mesh: Model itself, you can change which skeleton it uses or change/add materials. It doesn't contain animations or skeleton itself.SKELSkeleton: Skeleton used by model. Some models have shared skeletons like dragon elders. Sockets can be created from this filePHPhysics Asset: Used for defining physics and collision for skeletal mesh, think it like a hitbox but it's not used in Spyro Reignited Trilogy
Materials
MFMaterial Function: Little snippets of material graphs that can be reused across multiple materials.MMaterial: Main materials, think of them as shaders from UnityMIMaterian Instances: Instances of materials, they do not allow anything other thhan changing already defined parameters from it's parent material, Think of it as materials that use a shader in Unity.