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>
48 lines
1.6 KiB
C++
48 lines
1.6 KiB
C++
// NextGenium 2026. Asset Usage Audit.
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#include "AssetUsageAuditSettings.h"
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#include "Misc/App.h"
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#include "Misc/Paths.h"
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UAssetUsageAuditSettings::UAssetUsageAuditSettings()
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{
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// Bought content packs. Measured on this project: roughly two thirds of the 80k assets are
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// third-party, so leaving these in makes the first run unreadable for an artist looking for
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// their own content.
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//
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// Deliberately NOT excluded, despite being a bought pack: Content/MenuSystemPro. It supplies
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// BP_MenuSystemGameInstance, which DefaultEngine.ini names as the project's GameInstance.
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// Excluding it would hide a load-bearing asset from every report.
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ExcludedPackagePaths = {
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TEXT("Content/3rdParty"),
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TEXT("Content/StarterContent"),
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TEXT("Content/StarterBundle"),
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TEXT("Content/Megascans"),
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TEXT("Content/MSPresets")
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};
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}
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const UAssetUsageAuditSettings* UAssetUsageAuditSettings::Get()
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{
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return GetDefault<UAssetUsageAuditSettings>();
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}
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FString UAssetUsageAuditSettings::GetResolvedExportDirectory() const
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{
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if (!DefaultExportDirectory.IsEmpty())
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{
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return DefaultExportDirectory;
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}
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return FPaths::ConvertRelativePathToFull(FPaths::Combine(FPaths::ProjectSavedDir(), TEXT("AssetUsageAudit")));
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}
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FName UAssetUsageAuditSettings::GetCategoryName() const
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{
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// House convention, matching ConventionKeeper: project tools group under the project's own
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// name in Project Settings rather than scattering across Plugins.
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// GetProjectName already returns const TCHAR*; dereferencing it would pass a single character.
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return FName(FApp::GetProjectName());
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}
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