I am working with Sprite Sheets at the moment and have begun to find it tedious to have to manually select each sprite to rename it for readability purposes. For example, each frame of a birds flight flipbook animation “Bird_Flying_001, Bird_Flying_002, Bird_Flying_003”, etc.
Could it be an idea to begin to include a bulk renaming system? I mean such as to select multiple items, rename them (So for this example “Bird_Flying_”), then have the engine assign a number for each of them, beginning at 001.
I feel it would make the 2D workflow generally a bit faster, and would also make other work less tedious.
Any feedback would be welcome.
Anyone??? I’ve tried using the external program Bulk Rename Utility and it renames the asset files, but doesn’t change the names in the Content Browser. I’ve got a ton of animations I’m trying to categorize by name and it’s long and tedious work to do by hand. How does Epic themselves handle the bulk renaming of assets within the editor???
Working on it from Blutility. I have several maps that are 343 levels in size and want them renamed for the map instead of just the generic Name_X#_Y#_Z#.
The key words there are World Outliner, which is the list of assets on the currently loaded map. I need to rename the actual assets in the Content Browser. MORT doesn’t handle that, and I really wish it did. Just a simple command added to the context menu called Bulk Rename that allows you to add prefixes and suffixes to a set of files, and automatically calls Fix up redirectors when it finishes renaming them all.
Will try to make something for you (already have some results and they are really good). Now I need to combine everything in one place and update MORT.
Next version will support Content Browser and you can use function “Rename and Numerate” as you wish, so it will fix your issue. Just watch the [youtube video of MORT 2