feat: asset usage audit plugin
Editor tool for the LA and 3D departments: which assets each level uses, which are used nowhere, and export of a chosen set. Three modules. AssetUsageAuditCore holds the whole analysis and links no UI and no editor-only asset pipeline, so it stays runnable from a commandlet; AssetUsageAuditEditor holds the Slate panel and everything that needs UnrealEd or AssetTools; AssetUsageAuditTests holds 152 specs. Load-bearing decisions, each of which produces a wrong answer if undone: - Dependency queries are always Package + NoRequirements, never Hard. The map-to-external-actor edges the OFPA gatherer emits carry Game|Build without Hard, so a Hard query drops all 16117 external actor packages in this project. There is deliberately no Hard constant in the code. - Crossing into another map is allowed only from a level or its external actor package. Without that rule WP_Main reported 18136 assets, of which 9994 belonged to L_MainLevel, reached through the GameMode. - The verdict has five states, never a bool. The registry cannot see FMOD events, DataTable rows or string-built paths; those are Unknown, and the tool never proposes a deletion. - Copying .uasset files does not preserve references - they are stored as full package paths. Only the Migrate layout produces something Unreal can open; the others write a manifest so the graph can be rebuilt. 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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#include "Modules/ModuleManager.h"
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class IConsoleObject;
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class SDockTab;
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class FSpawnTabArgs;
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ASSETUSAGEAUDITEDITOR_API DECLARE_LOG_CATEGORY_EXTERN(LogAssetUsageAuditEditor, Log, All);
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/**
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* Editor-side host: settings, console entry points and (from phase 3) the Slate panel.
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*
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* All analysis lives in AssetUsageAuditCore. This module only drives it and presents results,
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* so a commandlet can reach exactly the same code path without dragging UI in.
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*/
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class FAssetUsageAuditEditorModule : public IModuleInterface
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{
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public:
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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/** Nomad tab id, also used as the invoke target from the Tools menu. */
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static const FName PanelTabId;
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private:
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void RegisterConsoleCommands();
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void UnregisterConsoleCommands();
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void RegisterTabSpawner();
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void UnregisterTabSpawner();
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void RegisterMenus();
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TSharedRef<SDockTab> SpawnPanelTab(const FSpawnTabArgs& Args);
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/** Shared implementation behind every console entry point. */
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void ExecuteAudit(const TArray<FString>& Args, bool bOnlyUnused);
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TArray<IConsoleObject*> ConsoleCommands;
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};
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