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>
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>