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.
using UnrealBuildTool;
public class AssetUsageAuditEditor : ModuleRules
{
public AssetUsageAuditEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[]
{
"Core",
"AssetUsageAuditCore"
});
// Everything editor-only and UI-shaped belongs here and nowhere else. Keeping this list
// out of AssetUsageAuditCore is what lets the same analysis run from a commandlet later.
PrivateDependencyModuleNames.AddRange(new string[]
{
"CoreUObject",
"Engine",
"AssetRegistry",
"AssetTools", // MigratePackages - the only path that keeps references working
"DeveloperSettings",
"DesktopPlatform", // native folder picker for the export destination
"EditorFramework",
"InputCore",
"Projects",
"Slate",
"SlateCore",
"ToolMenus",
"ToolWidgets", // SSearchBox, SSegmentedControl
"UnrealEd",
"WorkspaceMenuStructure" // places the tab under Tools in the Window menu
});
}
}