docs: anonymise project asset names in source comments

Measured figures are kept; only the studio-specific level and asset
names are generalised, and the Perforce rationale is reworded to
describe the class of setups rather than this one project.

Co-Authored-By: Claude Code <noreply@anthropic.com>
This commit is contained in:
2026-09-07 18:39:38 +07:00
parent ce998ff963
commit e04f4dac78
19 changed files with 60 additions and 60 deletions
@@ -11,8 +11,8 @@ UAssetUsageAuditSettings::UAssetUsageAuditSettings()
// third-party, so leaving these in makes the first run unreadable for an artist looking for
// their own content.
//
// Deliberately NOT excluded, despite being a bought pack: Content/MenuSystemPro. It supplies
// BP_MenuSystemGameInstance, which DefaultEngine.ini names as the project's GameInstance.
// Deliberately NOT excluded, despite being a bought pack: Content/a purchased UI pack. It supplies
// BP_MenuGameInstance, which DefaultEngine.ini names as the project's GameInstance.
// Excluding it would hide a load-bearing asset from every report.
ExcludedPackagePaths = {
TEXT("Content/3rdParty"),
@@ -374,7 +374,7 @@ void SAssetUsageAuditPanel::Construct(const FArguments& InArgs)
}
// Name the level when there is one, count them when there are several:
// a button reading "WP_Main" is worth more than one reading "1 level".
// a button reading "WP_Example" is worth more than one reading "1 level".
if (LevelFilters.Num() == 1)
{
return FText::FromString(FPackageName::GetShortName(*LevelFilters.CreateConstIterator()));