This time around I wanted to push the tool to the limits, which explains why there is a "Reset Count" button at the bottom of this interface.
In general, I used roughly the same code as before to allow the user to preview text and other things, but I wanted to make the naming convention have a feature where it would remove the old text and add a brand new display name with a numerical identifier. I figured this would be extremely useful moving forward, and it is!
Prior to running the code, I simply tell it what to look for. This allows me to care-free select which ever assets I want without the worry of overwriting existing naming conventions on assets that I don't want. For example, in the feature demonstration below, you can see how I've selected various assets, but the script ignores those and only renames the materials.
I had to think about this feature for a while, but refered back to an old project and discovered how to "one up" my count everytime the loop recycles. I simply appended this to the naming convention and everything worked fine. The code to reset the number is as simple as you see below.
I took some extra time to really dial in this widget to my own specifications and think it will be very useful moving forward.
Environment: Unreal Engine Starter Content