Mise à jour de 'README.md'

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## 1. Asset Naming Conventions ![#](https://img.shields.io/badge/lint-partial_support-yellow.svg)
## 1. Asset Naming Conventions
Naming conventions should be treated as law. A project that conforms to a naming convention is able to have its assets managed, searched, parsed, and maintained with incredible ease.
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### 1.1 Base Asset Name - `Prefix_BaseAssetName_Variant_Suffix` ![#](https://img.shields.io/badge/lint-partial_support-yellow.svg)
### 1.1 Base Asset Name - `Prefix_BaseAssetName_Variant_Suffix`
All assets should have a _Base Asset Name_. A Base Asset Name represents a logical grouping of related assets. Any asset that is part of this logical group should follow the the standard of `Prefix_BaseAssetName_Variant_Suffix`.
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### 1.2 Asset Name Modifiers ![#](https://img.shields.io/badge/lint-supported-green.svg)
### 1.2 Asset Name Modifiers
When naming an asset use these tables to determine the prefix and suffix to use with an asset's [Base Asset Name](#base-asset-name).
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#### 1.2.1 Most Common ![#](https://img.shields.io/badge/lint-supported-green.svg)
#### 1.2.1 Most Common
| Asset Type | Prefix | Suffix | Notes |
| ----------------------- | ---------- | ---------- | -------------------------------- |
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#### 1.2.2 Animations ![#](https://img.shields.io/badge/lint-supported-green.svg)
#### 1.2.2 Animations
| Asset Type | Prefix | Suffix | Notes |
| ----------------------- | ---------- | ---------- | -------------------------------- |
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### 1.2.3 Artificial Intelligence ![#](https://img.shields.io/badge/lint-supported-green.svg)
### 1.2.3 Artificial Intelligence
| Asset Type | Prefix | Suffix | Notes |
| ----------------------- | ---------- | ---------- | -------------------------------- |
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### 1.2.4 Blueprints ![#](https://img.shields.io/badge/lint-supported-green.svg)
### 1.2.4 Blueprints
| Asset Type | Prefix | Suffix | Notes |
| ----------------------- | ---------- | ---------- | -------------------------------- |
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### 2.6 Do Not Create Folders Called `Assets` or `AssetTypes` ![#](https://img.shields.io/badge/lint-supported-green.svg)
### 2.6 Do Not Create Folders Called `Assets` or `AssetTypes`
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#### 2.6.1 Creating a folder named `Assets` is redundant. ![#](https://img.shields.io/badge/lint-supported-green.svg)
#### 2.6.1 Creating a folder named `Assets` is redundant.
All assets are assets.
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#### 2.6.2 Creating a folder named `Meshes`, `Textures`, or `Materials` is redundant. ![#](https://img.shields.io/badge/lint-supported-green.svg)
#### 2.6.2 Creating a folder named `Meshes`, `Textures`, or `Materials` is redundant.
All asset names are named with their asset type in mind. These folders offer only redundant information and the use of these folders can easily be replaced with the robust and easy to use filtering system the Content Browser provides.
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### 3.4 Blueprint Graphs ![#](https://img.shields.io/badge/lint-unsupported-red.svg)
### 3.4 Blueprint Graphs
This section covers things that apply to all Blueprint graphs.
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#### 3.4.1 No Spaghetti ![#](https://img.shields.io/badge/lint-unsupported-red.svg)
#### 3.4.1 No Spaghetti
Wires should have clear beginnings and ends. You should never have to mentally untangle wires to make sense of a graph. Many of the following sections are dedicated to reducing spaghetti.
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#### 3.4.2 Align Wires Not Nodes ![#](https://img.shields.io/badge/lint-unsupported-red.svg)
#### 3.4.2 Align Wires Not Nodes
Always align wires, not nodes. You can't always control the size and pin location on a node, but you can always control the location of a node and thus control the wires. Straight wires provide clear linear flow. Wiggly wires wear wits wickedly. You can straighten wires by using the Straigten Connections command with BP nodes selected. Hotkey: Q