After making making the manual renamer, I then wanted to make one that would rename content browser assets automatically.
Since this version of the renamer focuses on automatically renaming content browser assets instead of manually, we can ditch most of the graphics that were used previously and keep the button.
To start off, we continue to use the get selected assets and for each loop nodes in the beginnig as we still do need to select assets that we want to rename.
Next, from the array element, we want to connect that to a get class node that plugs into == nodes, which we will use to designate specific assets. In this case, Materials and Static Meshes. This allows Unreal to only focus on renaming these two types in the content browser that have been selected.
Through using appends that get plugged into the rename asset nodes at the end, we can added M_ and SM_ so that assets that are either Materials or Static Meshes will now have those added in their names when clicking on the rename button.
When testing it out on the architecture models in the starter content and creating blank materials for testing, the names were successfully changed automatically to have proper naming conventions.