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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

  • SK Skeletal Mesh: Model itself, you can change which skeleton it uses or change/add materials. It doesn't contain animations or skeleton itself.
  • SKEL Skeleton: Skeleton used by model. Some models have shared skeletons like dragon elders. Sockets can be created from this file
  • PH Physics 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

  • MF Material Function: Little snippets of material graphs that can be reused across multiple materials.
  • M Material: Main materials, think of them as shaders from Unity
  • MI Materian 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.