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>
27 lines
398 B
Plaintext
27 lines
398 B
Plaintext
# Build output. Regenerated from source by UBT, and large - 231 MB at the time this file was
|
|
# written - so it must never enter a commit.
|
|
Binaries/
|
|
Intermediate/
|
|
Build/
|
|
DerivedDataCache/
|
|
Saved/
|
|
|
|
# Editor and IDE scratch
|
|
.vs/
|
|
.idea/
|
|
.vscode/
|
|
*.sln
|
|
*.suo
|
|
*.VC.db
|
|
*.VC.opendb
|
|
*.xcodeproj
|
|
*.xcworkspace
|
|
|
|
# Compiler leftovers, in case anything is ever built in place
|
|
*.obj
|
|
*.pch
|
|
*.dll
|
|
*.lib
|
|
*.exe
|
|
*.pdb
|