b7f5343a73
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>
19 lines
574 B
C++
19 lines
574 B
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleManager.h"
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ASSETUSAGEAUDITCORE_API DECLARE_LOG_CATEGORY_EXTERN(LogAssetUsageAudit, Log, All);
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/**
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* Analysis-only module. Deliberately links no UI and no editor framework:
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* every dependency here is available in a commandlet and in a standalone Program,
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* which is what keeps a future headless mode a packaging question rather than a rewrite.
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*/
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class FAssetUsageAuditCoreModule : public IModuleInterface
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{
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public:
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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};
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