Commit Graph

7 Commits

Author SHA1 Message Date
MagentaDolphin 63c4054aef docs: correct test counts (169 cases in 16 spec suites)
Co-Authored-By: Claude Code <noreply@anthropic.com>
2026-09-07 18:47:20 +07:00
MagentaDolphin e92306c797 docs: anonymise project asset names in examples
Co-Authored-By: Claude Code <noreply@anthropic.com>
2026-09-07 17:44:44 +07:00
MagentaDolphin 0363b07b65 docs: remove studio-specific paths and references from README
Generalises the settings path, build command, console example and the
read-only rationale; drops internal knowledge-base links and team roles.

Co-Authored-By: Claude Code <noreply@anthropic.com>
2026-09-07 17:44:01 +07:00
MagentaDolphin ee1c8bad3e feat: asset deletion scan and delete dialog (WIP)
Adds AssetDeletionScan to Core (no UI/editor-pipeline deps, invariant holds)
and SAssetDeleteDialog to the Editor module, plus 10 spec cases.

Co-Authored-By: Claude Code <noreply@anthropic.com>
2026-09-07 17:14:39 +07:00
MagentaDolphin 243bb1fc55 feat: import assets from an external folder
Reverse direction of the export: read a folder of .uasset files, recover
each one's original package path, and bring the chosen ones back.

Recovering the path is the hard part - a reference inside a .uasset names
its target by full package path, so a file only works when restored to
where it came from. Four sources are tried and the one used is shown per
row: our manifest, the package header, the folder structure, or nothing.

The package header carries the name on this project's assets, measured,
so a flat export without a manifest still restores correctly. The engine
notes the field is not always written, hence the chain rather than one
check.

Import refuses to destroy work: existing assets are skipped unless
overwrite is explicitly on, and a package loaded in the editor is never
replaced.

Also verifies Migrate on real data for the first time - asset and its
dependency land at the correct package paths.

Co-Authored-By: Claude Code <noreply@anthropic.com>
2026-09-03 17:39:58 +07:00
MagentaDolphin 1e351cbb9b docs: record the version control arrangement
The plugin is its own repository with no remote yet. Writing down why
there is no .gitmodules entry: an entry without a working URL breaks
git submodule update --init for everyone running SetupProject.bat.

Co-Authored-By: Claude Code <noreply@anthropic.com>
2026-09-03 17:10:29 +07:00
MagentaDolphin b7f5343a73 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>
2026-09-03 17:07:59 +07:00