72bf94d142
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>
69 lines
2.2 KiB
C++
69 lines
2.2 KiB
C++
// NextGenium 2026. Asset Usage Audit.
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#pragma once
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#include "CoreMinimal.h"
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struct FAssetUsageAuditResult;
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/**
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* Writes the audit result as JSON and CSV.
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*
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* Both come from one in-memory result in a single call, so the two files can never disagree
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* about the same run. JSON is the machine-readable form (nested level lists, filter metadata);
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* CSV is the flat form a human opens in Excel.
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*/
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class ASSETUSAGEAUDITCORE_API FAssetUsageReportWriter
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{
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public:
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struct FOptions
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{
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/** Absolute directory to write into. Created if missing. */
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FString OutputDirectory;
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/** Base filename without extension; ".json" and ".csv" are appended. */
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FString BaseFileName = TEXT("AssetUsageReport");
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bool bWriteJson = true;
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bool bWriteCsv = true;
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/**
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* Write a UTF-8 BOM at the start of the CSV.
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*
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* Excel misreads UTF-8 without it and mangles every non-ASCII asset name, which on this
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* project means the Cyrillic folder and asset names come out as garbage.
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*/
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bool bCsvUtf8Bom = true;
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/** CSV field separator. Semicolon suits locales where the comma is a decimal separator. */
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TCHAR CsvDelimiter = TEXT(';');
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/** Separator for multi-valued fields inside one CSV cell, e.g. the level list. */
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FString CsvMultiValueSeparator = TEXT("|");
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};
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struct FResult
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{
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bool bSuccess = false;
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FString JsonPath;
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FString CsvPath;
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FString ErrorMessage;
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};
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static FResult Write(const FAssetUsageAuditResult& AuditResult, const FOptions& Options);
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/** Serialize to a JSON string without touching disk. Exposed for tests. */
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static FString BuildJson(const FAssetUsageAuditResult& AuditResult);
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/** Serialize to a CSV string without touching disk. Exposed for tests. */
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static FString BuildCsv(const FAssetUsageAuditResult& AuditResult, const FOptions& Options);
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/**
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* Quote and escape one CSV field per RFC 4180.
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*
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* Exposed because this is where CSV writers usually break: a field containing the delimiter,
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* a quote or a newline must be quoted, and embedded quotes doubled.
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*/
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static FString EscapeCsvField(const FString& Field, TCHAR Delimiter);
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};
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