243bb1fc55
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>
121 lines
4.3 KiB
C++
121 lines
4.3 KiB
C++
// NextGenium 2026. Asset Usage Audit.
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#pragma once
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#include "CoreMinimal.h"
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class IAssetRegistry;
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/**
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* Reads a folder of exported .uasset files and works out where each one would have to go.
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*
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* The hard part is not copying files, it is knowing the package path to copy them to. A reference
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* inside a .uasset names its target by full package path, so an imported asset only resolves when
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* it is restored to the path it came from. Getting that path wrong does not fail loudly - it
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* produces an asset that loads with missing references, which is discovered much later.
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*
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* Four sources are tried in order, and the one used is reported per file so the UI can show it:
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*
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* 1. Our own manifest. Authoritative: we wrote it from what the exporter actually wrote.
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* 2. The package header. FPackageFileSummary carries "the package name the file was last saved
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* with" - but the engine's own AssetHeaderPatcher notes it is not always serialised and falls
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* back when it is empty or "None", so this cannot be trusted blindly either.
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* 3. The folder structure under the import root, which is exactly right for a MirrorTree export
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* and a guess for anything else.
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* 4. Nothing. The file can still be imported, but only into a folder the user names, and its
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* references will not resolve. Said plainly rather than papered over.
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*/
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namespace AssetImportScanner
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{
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/** Where a candidate's target package path came from. Shown per row; not an implementation detail. */
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enum class EPackageNameSource : uint8
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{
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/** From AssetUsageAudit.manifest.json written beside the files. */
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Manifest,
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/** From FPackageFileSummary::PackageName inside the .uasset. */
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PackageHeader,
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/** Inferred from the file's position under the import root. Correct for a mirrored export. */
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FolderStructure,
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/** Not recoverable. Importing this file cannot restore its references. */
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Unresolved
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};
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ASSETUSAGEAUDITCORE_API const TCHAR* LexToString(EPackageNameSource Source);
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struct FCandidate
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{
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/** Absolute path of the file in the source folder. */
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FString SourceFile;
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/** Path relative to the import root, for display. */
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FString RelativePath;
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/** Package it would be restored to. None when Unresolved. */
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FName TargetPackage;
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EPackageNameSource NameSource = EPackageNameSource::Unresolved;
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/**
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* A package of that name already exists in this project.
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*
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* Never imported silently: overwriting is how an import tool destroys someone's work, and
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* the file on disk gives no hint that it was about to happen.
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*/
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bool bTargetExists = false;
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/** Packages this asset referenced at export time. Only known from a manifest. */
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TArray<FName> Dependencies;
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/**
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* Dependencies that are neither in this folder nor already in the project.
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*
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* A non-zero count means the asset will import and then open with something missing.
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*/
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int32 MissingDependencies = 0;
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};
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struct FOptions
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{
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/** Folder to read. Scanned recursively. */
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FString SourceDirectory;
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};
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struct ASSETUSAGEAUDITCORE_API FStats
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{
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bool bManifestFound = false;
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int32 FilesFound = 0;
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int32 FromManifest = 0;
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int32 FromPackageHeader = 0;
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int32 FromFolderStructure = 0;
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int32 Unresolved = 0;
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/** Candidates whose target already exists in the project. */
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int32 WouldOverwrite = 0;
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FString Summarise() const;
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};
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/**
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* Scan a folder for importable packages.
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*
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* Reads only package headers, never loads an asset: a folder can hold gigabytes, and the list
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* has to appear immediately for the user to tick through.
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*/
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ASSETUSAGEAUDITCORE_API TArray<FCandidate> Scan(
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IAssetRegistry& Registry,
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const FOptions& Options,
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FStats& OutStats);
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/**
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* The package name a .uasset was saved with, or empty when the file does not carry one.
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*
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* Empty is a normal answer, not an error: the field is not always serialised. Callers must have
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* a fallback rather than treating an empty result as a corrupt file.
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*/
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ASSETUSAGEAUDITCORE_API FString ReadPackageNameFromFile(const FString& FilePath);
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}
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