// MagentaDolphin 2026. Asset Usage Audit. #pragma once #include "CoreMinimal.h" #include "AssetUsageAuditTypes.h" #include "Engine/DeveloperSettings.h" #include "AssetUsageAuditSettings.generated.h" /** * Team-shared configuration, written to Config/DefaultEditor.ini. * * That file is normally under version control, so the exclusion list and the * type presets are reviewable and shared. Per-user state - last filter, column layout - belongs * in UAssetUsageAuditUserSettings instead, which stays in Saved/Config. */ UCLASS(config = Editor, defaultconfig, meta = (DisplayName = "Asset Usage Audit")) class ASSETUSAGEAUDITEDITOR_API UAssetUsageAuditSettings : public UDeveloperSettings { GENERATED_BODY() public: UAssetUsageAuditSettings(); /** Default folder for exported files and reports. Empty means /Saved/AssetUsageAudit. */ UPROPERTY(config, EditAnywhere, Category = "Export", meta = (ToolTip = "Default destination for exported assets and reports. Leave empty to use Saved/AssetUsageAudit.")) FString DefaultExportDirectory; /** Overwrite existing files on export, or add/increment a numeric suffix. */ UPROPERTY(config, EditAnywhere, Category = "Export", meta = (ToolTip = "When a file of the same name already exists: replace it, or write Foo_1, Foo_2 and so on.")) bool bOverwriteExistingFiles = false; /** * Asset class short name -> interchange file extension, used by the "Convert" export mode. * * Empty falls back to the built-in table. Lookup follows the class hierarchy, so one entry for * MaterialInterface would cover every material instance. Only add a class the engine ships a * UExporter for: an entry with no exporter behind it produces no file and reads as a bug. */ UPROPERTY(config, EditAnywhere, Category = "Export", meta = (ToolTip = "Which file format each asset class converts to, e.g. StaticMesh -> fbx. Leave empty for the built-in defaults.")) TMap ExchangeFormatByClass; /** * How exported files are arranged under the destination. * * Replaced an earlier bMirrorFolderStructure boolean. Adding "one folder per asset" as a second * boolean would have made "mirror the tree AND a folder per asset" expressible, and it means * nothing - the enum makes the three arrangements mutually exclusive, which they are. */ UPROPERTY(config, EditAnywhere, Category = "Export", meta = (ToolTip = "Flat: every file side by side. Mirror: recreate the /Game tree. Folder per asset: each ticked asset gets its own folder with its dependencies beside it.")) EExportLayout ExportLayout = EExportLayout::Flat; /** * Within each asset's folder, sort its dependencies into per-type subfolders. * * Only has an effect with the folder-per-asset layout - the other two have no per-asset folder * to sort inside. Folder names come from the same type presets the Types filter shows, so the * folders match the words used to filter. */ UPROPERTY(config, EditAnywhere, Category = "Export", meta = (EditCondition = "ExportLayout == EExportLayout::FolderPerAsset", ToolTip = "Put textures, materials and meshes into their own subfolders inside each asset's folder.")) bool bGroupDependenciesByType = false; /** * Package or content-relative prefixes excluded from the sweep. * * Defaults cover this project's bought content packs. Roughly 65% of the project's assets are * third-party, so without this the report is dominated by content nobody audits. */ UPROPERTY(config, EditAnywhere, Category = "Filtering", meta = (ToolTip = "Folders to skip entirely. Accepts /Game/... or Content/... form.")) TArray ExcludedPackagePaths; /** Roots to sweep. Empty means /Game. */ UPROPERTY(config, EditAnywhere, Category = "Filtering", meta = (ToolTip = "Folders to analyse. Leave empty to sweep all of /Game.")) TArray IncludedPackagePaths; /** Read Config/ and Source/ for path literals the Asset Registry cannot see. */ UPROPERTY(config, EditAnywhere, Category = "Filtering", meta = (ToolTip = "Scan Config/ and Source/ for /Game paths. Without this the project's GameMode and GameInstance report as unused, because only DefaultEngine.ini names them.")) bool bScanIndirectReferences = true; /** Hide __ExternalActors__ / __ExternalObjects__ rows; they are plumbing, not artist-facing. */ UPROPERTY(config, EditAnywhere, Category = "Filtering", meta = (ToolTip = "Hide One File Per Actor packages from the results. They are still traversed.")) bool bHideExternalPackages = true; static const UAssetUsageAuditSettings* Get(); /** Resolved absolute export directory, applying the Saved/AssetUsageAudit fallback. */ FString GetResolvedExportDirectory() const; virtual FName GetCategoryName() const override; };