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>
This commit is contained in:
2026-09-03 17:07:59 +07:00
commit b7f5343a73
60 changed files with 13673 additions and 0 deletions
@@ -0,0 +1,68 @@
// NextGenium 2026. Asset Usage Audit.
#pragma once
#include "CoreMinimal.h"
struct FAssetUsageAuditResult;
/**
* Writes the audit result as JSON and CSV.
*
* Both come from one in-memory result in a single call, so the two files can never disagree
* about the same run. JSON is the machine-readable form (nested level lists, filter metadata);
* CSV is the flat form a human opens in Excel.
*/
class ASSETUSAGEAUDITCORE_API FAssetUsageReportWriter
{
public:
struct FOptions
{
/** Absolute directory to write into. Created if missing. */
FString OutputDirectory;
/** Base filename without extension; ".json" and ".csv" are appended. */
FString BaseFileName = TEXT("AssetUsageReport");
bool bWriteJson = true;
bool bWriteCsv = true;
/**
* Write a UTF-8 BOM at the start of the CSV.
*
* Excel misreads UTF-8 without it and mangles every non-ASCII asset name, which on this
* project means the Cyrillic folder and asset names come out as garbage.
*/
bool bCsvUtf8Bom = true;
/** CSV field separator. Semicolon suits locales where the comma is a decimal separator. */
TCHAR CsvDelimiter = TEXT(';');
/** Separator for multi-valued fields inside one CSV cell, e.g. the level list. */
FString CsvMultiValueSeparator = TEXT("|");
};
struct FResult
{
bool bSuccess = false;
FString JsonPath;
FString CsvPath;
FString ErrorMessage;
};
static FResult Write(const FAssetUsageAuditResult& AuditResult, const FOptions& Options);
/** Serialize to a JSON string without touching disk. Exposed for tests. */
static FString BuildJson(const FAssetUsageAuditResult& AuditResult);
/** Serialize to a CSV string without touching disk. Exposed for tests. */
static FString BuildCsv(const FAssetUsageAuditResult& AuditResult, const FOptions& Options);
/**
* Quote and escape one CSV field per RFC 4180.
*
* Exposed because this is where CSV writers usually break: a field containing the delimiter,
* a quote or a newline must be quoted, and embedded quotes doubled.
*/
static FString EscapeCsvField(const FString& Field, TCHAR Delimiter);
};