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 de2d656d81
commit f6d651113a
19 changed files with 60 additions and 60 deletions
@@ -45,7 +45,7 @@ void AssetUsageVerdictSpec::Define()
It("reports ReferencedFromConfigOrSource when only a text literal names it", [this]()
{
// This is the BP_FirstPersonGameMode case: no asset references it, only
// This is the BP_GameMode case: no asset references it, only
// Config/DefaultEngine.ini does. Reporting it Unreferenced would be a real defect.
const EAssetUsageVerdict Verdict = FAssetUsageAuditor::ClassifyVerdict(false, false, true, false);
@@ -126,7 +126,7 @@ void AssetUsageVerdictSpec::Define()
{
// A level depends on the whole table, so every row looks used even when none is.
FAssetUsageNode Node;
Node.PackageName = FName(TEXT("/Game/Space/Data/DT_Weapons"));
Node.PackageName = FName(TEXT("/Game/Data/DT_Weapons"));
Node.ClassPath = FTopLevelAssetPath(TEXT("/Script/Engine.DataTable"));
TestTrue(TEXT("DataTable is a blind spot"), FAssetUsageAuditor::IsRegistryBlindSpot(Node));
@@ -135,7 +135,7 @@ void AssetUsageVerdictSpec::Define()
It("does not flag an ordinary static mesh", [this]()
{
FAssetUsageNode Node;
Node.PackageName = FName(TEXT("/Game/Space/Art/SM_Rock"));
Node.PackageName = FName(TEXT("/Game/Art/SM_Rock"));
Node.ClassPath = FTopLevelAssetPath(TEXT("/Script/Engine.StaticMesh"));
TestFalse(TEXT("StaticMesh is not a blind spot"), FAssetUsageAuditor::IsRegistryBlindSpot(Node));