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>
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// NextGenium 2026. Asset Usage Audit.
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#pragma once
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#include "CoreMinimal.h"
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/**
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* Show the import window: pick a folder, review what it holds, tick what to bring in.
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*
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* Modal, like the export window and for the same reason - the list describes a folder on disk at a
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* moment in time, and letting the project change underneath it would make the "already exists" and
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* "missing dependency" columns lie.
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*
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* Blocks until the window closes. Nothing is written unless Import is pressed.
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*/
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void ShowAssetImportDialog();
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