Files
AssetUsageAudit/Source/AssetUsageAuditEditor/Public/AssetUsageAuditEditorModule.h
T
MagentaDolphin b7f5343a73 feat: asset usage audit plugin
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>
2026-09-03 17:07:59 +07:00

44 lines
1.2 KiB
C++

// NextGenium 2026. Asset Usage Audit.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class IConsoleObject;
class SDockTab;
class FSpawnTabArgs;
ASSETUSAGEAUDITEDITOR_API DECLARE_LOG_CATEGORY_EXTERN(LogAssetUsageAuditEditor, Log, All);
/**
* Editor-side host: settings, console entry points and (from phase 3) the Slate panel.
*
* All analysis lives in AssetUsageAuditCore. This module only drives it and presents results,
* so a commandlet can reach exactly the same code path without dragging UI in.
*/
class FAssetUsageAuditEditorModule : public IModuleInterface
{
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
/** Nomad tab id, also used as the invoke target from the Tools menu. */
static const FName PanelTabId;
private:
void RegisterConsoleCommands();
void UnregisterConsoleCommands();
void RegisterTabSpawner();
void UnregisterTabSpawner();
void RegisterMenus();
TSharedRef<SDockTab> SpawnPanelTab(const FSpawnTabArgs& Args);
/** Shared implementation behind every console entry point. */
void ExecuteAudit(const TArray<FString>& Args, bool bOnlyUnused);
TArray<IConsoleObject*> ConsoleCommands;
};