Naming Conventions API

Naming Procedures and Conventions when Duplicating

Duplicate Blueprint Naming

Every PVLK Light Actor has a Duplicate Blueprint button at the top of its Details panel. Pressing it will create a duplicate and will either auto-name and auto-folder itself, or gives you the ability to name and folder it yourself, depending on which settings you have selected.

Auto vs. Manual

With Auto Name and Auto Folder on in the PVLK Light Menu panel , duplicates are saved automatically into /Content/PVLK_Plugin_Folder/<type folder>. It is recommended to use it this way when using the plugin for the first time. After spawing in the Volumetric Setup (if you aren't using it, that's okay), spawn in each type of light to auto-create the folders in the Content Browser. With it off, a save dialog opens pre-filled with the generated name, you choose where it goes, and PVLK remembers your last folder per light type. The last used folder is saved in between sessions. Either way the new Blueprint appears in the Light Library dropdown immediately, and the Content Browser jumps to it.

Naming Conventions

Rename and reorganize later

The folder button next to each Light Library dropdown renames and/or moves the selected Blueprint in the Content Browser, cleans up redirectors, and updates the dropdown in place. The plugin's shipped base lights are protected, and you will be prompted to duplicate them into your project in order to customize your own.

Duplicating clears the editor's undo history (the same rule as several of Unreal's own asset operations). Finish any experimenting you might want to undo before duplicating.