feat: import assets from an external folder

Reverse direction of the export: read a folder of .uasset files, recover
each one's original package path, and bring the chosen ones back.

Recovering the path is the hard part - a reference inside a .uasset names
its target by full package path, so a file only works when restored to
where it came from. Four sources are tried and the one used is shown per
row: our manifest, the package header, the folder structure, or nothing.

The package header carries the name on this project's assets, measured,
so a flat export without a manifest still restores correctly. The engine
notes the field is not always written, hence the chain rather than one
check.

Import refuses to destroy work: existing assets are skipped unless
overwrite is explicitly on, and a package loaded in the editor is never
replaced.

Also verifies Migrate on real data for the first time - asset and its
dependency land at the correct package paths.

Co-Authored-By: Claude Code <noreply@anthropic.com>
This commit is contained in:
2026-09-03 17:39:58 +07:00
parent 1e351cbb9b
commit 243bb1fc55
11 changed files with 2032 additions and 0 deletions
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// NextGenium 2026. Asset Usage Audit.
#pragma once
#include "CoreMinimal.h"
class IAssetRegistry;
/**
* Reads a folder of exported .uasset files and works out where each one would have to go.
*
* The hard part is not copying files, it is knowing the package path to copy them to. A reference
* inside a .uasset names its target by full package path, so an imported asset only resolves when
* it is restored to the path it came from. Getting that path wrong does not fail loudly - it
* produces an asset that loads with missing references, which is discovered much later.
*
* Four sources are tried in order, and the one used is reported per file so the UI can show it:
*
* 1. Our own manifest. Authoritative: we wrote it from what the exporter actually wrote.
* 2. The package header. FPackageFileSummary carries "the package name the file was last saved
* with" - but the engine's own AssetHeaderPatcher notes it is not always serialised and falls
* back when it is empty or "None", so this cannot be trusted blindly either.
* 3. The folder structure under the import root, which is exactly right for a MirrorTree export
* and a guess for anything else.
* 4. Nothing. The file can still be imported, but only into a folder the user names, and its
* references will not resolve. Said plainly rather than papered over.
*/
namespace AssetImportScanner
{
/** Where a candidate's target package path came from. Shown per row; not an implementation detail. */
enum class EPackageNameSource : uint8
{
/** From AssetUsageAudit.manifest.json written beside the files. */
Manifest,
/** From FPackageFileSummary::PackageName inside the .uasset. */
PackageHeader,
/** Inferred from the file's position under the import root. Correct for a mirrored export. */
FolderStructure,
/** Not recoverable. Importing this file cannot restore its references. */
Unresolved
};
ASSETUSAGEAUDITCORE_API const TCHAR* LexToString(EPackageNameSource Source);
struct FCandidate
{
/** Absolute path of the file in the source folder. */
FString SourceFile;
/** Path relative to the import root, for display. */
FString RelativePath;
/** Package it would be restored to. None when Unresolved. */
FName TargetPackage;
EPackageNameSource NameSource = EPackageNameSource::Unresolved;
/**
* A package of that name already exists in this project.
*
* Never imported silently: overwriting is how an import tool destroys someone's work, and
* the file on disk gives no hint that it was about to happen.
*/
bool bTargetExists = false;
/** Packages this asset referenced at export time. Only known from a manifest. */
TArray<FName> Dependencies;
/**
* Dependencies that are neither in this folder nor already in the project.
*
* A non-zero count means the asset will import and then open with something missing.
*/
int32 MissingDependencies = 0;
};
struct FOptions
{
/** Folder to read. Scanned recursively. */
FString SourceDirectory;
};
struct ASSETUSAGEAUDITCORE_API FStats
{
bool bManifestFound = false;
int32 FilesFound = 0;
int32 FromManifest = 0;
int32 FromPackageHeader = 0;
int32 FromFolderStructure = 0;
int32 Unresolved = 0;
/** Candidates whose target already exists in the project. */
int32 WouldOverwrite = 0;
FString Summarise() const;
};
/**
* Scan a folder for importable packages.
*
* Reads only package headers, never loads an asset: a folder can hold gigabytes, and the list
* has to appear immediately for the user to tick through.
*/
ASSETUSAGEAUDITCORE_API TArray<FCandidate> Scan(
IAssetRegistry& Registry,
const FOptions& Options,
FStats& OutStats);
/**
* The package name a .uasset was saved with, or empty when the file does not carry one.
*
* Empty is a normal answer, not an error: the field is not always serialised. Callers must have
* a fallback rather than treating an empty result as a corrupt file.
*/
ASSETUSAGEAUDITCORE_API FString ReadPackageNameFromFile(const FString& FilePath);
}
@@ -0,0 +1,87 @@
// NextGenium 2026. Asset Usage Audit.
#pragma once
#include "CoreMinimal.h"
#include "AssetImportScanner.h"
class IAssetRegistry;
/**
* Copies scanned files into the project at their recovered package paths.
*
* A byte copy is enough: a .uasset is self-contained and its references are resolved by package
* path, so putting the file where the path says produces a working asset without loading anything.
* That is also why the scanner's job - deciding the path - is the hard half and this is the easy one.
*
* What this refuses to do matters more than what it does. Importing is the one operation here that
* can destroy work: writing over /Game/Art/SM_Rock replaces whatever the project had under that
* name, with no undo and no trace. So an existing target is skipped unless overwriting was asked
* for explicitly, and a package already loaded in the editor is never written over at all.
*/
namespace AssetImporter
{
struct FOptions
{
/**
* Replace assets that already exist at the target path.
*
* Off by default and deliberately awkward to turn on: the scanner reports the count up
* front so the choice is made knowingly rather than discovered afterwards.
*/
bool bOverwriteExisting = false;
/**
* Where to put files whose package path could not be recovered, e.g. "/Game/Imported".
*
* Empty means skip them. They can be imported, but their references will not resolve, so
* putting them somewhere by default would quietly fill the project with broken assets.
*/
FString UnresolvedDestinationPath;
/** Called as (Done, Total). Return false to stop; files already written are kept. */
TFunction<bool(int32, int32)> OnProgress;
};
struct ASSETUSAGEAUDITCORE_API FResult
{
bool bSuccess = false;
int32 FilesImported = 0;
/** Target existed and overwriting was not requested. */
int32 SkippedExisting = 0;
/** No recoverable package path and no fallback folder was given. */
int32 SkippedUnresolved = 0;
/**
* Target package is loaded in this editor session.
*
* Counted separately because it is not a user choice to make: replacing the file under a
* loaded package leaves the editor holding stale objects that will be saved back over the
* new file. The asset has to be closed first.
*/
int32 SkippedLoaded = 0;
bool bCancelled = false;
TArray<FString> Errors;
/** Absolute paths written, for the Asset Registry rescan that makes them visible. */
TArray<FString> ImportedFiles;
FString Summarise() const;
};
/**
* Import the given candidates.
*
* Only candidates the caller wants should be passed in - this applies no filtering of its own
* beyond the safety rules above.
*/
ASSETUSAGEAUDITCORE_API FResult Import(
IAssetRegistry& Registry,
const TArray<AssetImportScanner::FCandidate>& Candidates,
const FOptions& Options);
}