The anonymisation pass replaced a pack name with a phrase containing
spaces, and the scanner splits package paths on whitespace, so the
expectation became /Game/a. Uses a single-token folder name instead.
Co-Authored-By: Claude Code <noreply@anthropic.com>
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>
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>
The plugin was authored outside studio work but carried NextGenium
attribution in the .uplugin descriptor and in every source header.
Co-Authored-By: Claude Code <noreply@anthropic.com>
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>
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>
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>
Плагин редактора UE 5.6: показывает, какие ассеты используются на каких уровнях, и какие не используются нигде. Отмеченное галочками выгружается файлами или отчётом.
Задача: OV — «подготовить утилиты для UE по экспорту ассетов, используемых в локациях».
Вырос из задачи сделать утилиты для UE по экспорту ассетов, используемых в локациях.
// FMOD is this project's audio system. FMOD assets are included for completeness, but
// FMOD resolves events by string path outside the UObject graph, so their usage verdict
// is unreliable by construction - the report marks them Unknown.
// Audio middleware (FMOD) is a representative case: its assets are included for
// completeness, but it resolves events by string path outside the UObject graph, so
// the usage verdict is unreliable by construction - the report marks them Unknown.
return{
Path(TEXT("/Script/Engine.SoundBase")),
Path(TEXT("/Script/FMODStudio.FMODAsset"))
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