docs: anonymise project asset names in source comments
Measured figures are kept; only the studio-specific level and asset names are generalised, and the Perforce rationale is reworded to describe the class of setups rather than this one project. Co-Authored-By: Claude Code <noreply@anthropic.com>
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@@ -45,7 +45,7 @@ void AssetUsageVerdictSpec::Define()
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It("reports ReferencedFromConfigOrSource when only a text literal names it", [this]()
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{
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// This is the BP_FirstPersonGameMode case: no asset references it, only
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// This is the BP_GameMode case: no asset references it, only
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// Config/DefaultEngine.ini does. Reporting it Unreferenced would be a real defect.
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const EAssetUsageVerdict Verdict = FAssetUsageAuditor::ClassifyVerdict(false, false, true, false);
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@@ -126,7 +126,7 @@ void AssetUsageVerdictSpec::Define()
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{
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// A level depends on the whole table, so every row looks used even when none is.
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FAssetUsageNode Node;
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Node.PackageName = FName(TEXT("/Game/Space/Data/DT_Weapons"));
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Node.PackageName = FName(TEXT("/Game/Data/DT_Weapons"));
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Node.ClassPath = FTopLevelAssetPath(TEXT("/Script/Engine.DataTable"));
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TestTrue(TEXT("DataTable is a blind spot"), FAssetUsageAuditor::IsRegistryBlindSpot(Node));
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@@ -135,7 +135,7 @@ void AssetUsageVerdictSpec::Define()
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It("does not flag an ordinary static mesh", [this]()
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{
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FAssetUsageNode Node;
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Node.PackageName = FName(TEXT("/Game/Space/Art/SM_Rock"));
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Node.PackageName = FName(TEXT("/Game/Art/SM_Rock"));
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Node.ClassPath = FTopLevelAssetPath(TEXT("/Script/Engine.StaticMesh"));
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TestFalse(TEXT("StaticMesh is not a blind spot"), FAssetUsageAuditor::IsRegistryBlindSpot(Node));
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