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:
@@ -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);
|
||||
};
|
||||
Reference in New Issue
Block a user