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
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// NextGenium 2026. Asset Usage Audit.
#pragma once
#include "CoreMinimal.h"
/**
* One /Game path literal found in a text file, with enough context to check it by hand.
*/
struct FIndirectReference
{
/** Package name the literal resolved to, e.g. /Game/Space/Core/GameModes/BP_FirstPersonGameMode. */
FName PackageName;
/** Absolute path of the file the literal was found in. */
FString SourceFile;
/** 1-based line number. */
int32 LineNumber = 0;
/** True when the hit came from Config/, false when from Source/. */
bool bFromConfig = false;
FString ToProvenanceString() const;
};
/**
* Finds asset paths referenced from text rather than from a package.
*
* This exists because of a concrete, measured failure mode on this project: Config/DefaultEngine.ini
* names BP_FirstPersonGameMode, BP_MenuSystemGameInstance, RefinedMenuMap and Gyms_Geoda as plain
* strings. No asset references them, so the Asset Registry reports zero referencers and a naive
* audit calls the project's GameMode unused.
*
* It is a mitigation, not a solution. It cannot see a path assembled at runtime by concatenation,
* an OpenLevel(FName) call, or an FMOD event path - those stay Unknown, deliberately.
*/
class ASSETUSAGEAUDITCORE_API FIndirectReferenceScanner
{
public:
struct FOptions
{
/** Absolute directories to scan. Defaults to <Project>/Config and <Project>/Source. */
TArray<FString> Directories;
/** File extensions to read, lowercase, with the dot. */
TArray<FString> Extensions = { TEXT(".ini"), TEXT(".cpp"), TEXT(".h"), TEXT(".cs") };
/** Skip files larger than this; a multi-megabyte generated file is never a reference site. */
int64 MaxFileSizeBytes = 8 * 1024 * 1024;
};
/** Scan and return every distinct package path found, with provenance. */
static TArray<FIndirectReference> Scan(const FOptions& Options);
/** Default options: <Project>/Config and <Project>/Source. */
static FOptions MakeDefaultOptions();
/**
* Extract /Game path literals from one line of text.
*
* Exposed for testing: the trailing-_C strip and the delimiter set are where this goes wrong.
* "/Game/X/BP_Y.BP_Y_C" and "/Game/X/BP_Y" must both yield the package /Game/X/BP_Y.
*/
static void ExtractGamePathsFromLine(FStringView Line, TArray<FString>& OutPackageNames);
};