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Assets Cleaner, a tool to manage unused assets

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  • replied
    Originally posted by CoolOppo View Post

    Only when compiling in Visual Studio. It's still annoying though, do you know of a fix? I like to have my output log as clean as possible.
    The update is now live on the marketplace
    If you update, the warning should now be gone.

    Thanks!

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  • replied
    I actually just fixed an issue a few days ago that also took care of that warning as a side effect.
    The update has been submitted and is waiting on Epic to build and approve it.
    Shouldn't take much longer now

    Leave a comment:


  • replied
    Originally posted by Christoufu View Post
    Do you get that warning when compiling? Making a build?
    in any case, it is safe to ignore, because it is an "editor only" code module, and won't get built/compiled in the game.
    The plugin is able to react if a user does not have the AssetManagerEditor plugin enabled and turns off features that use it.
    Only when compiling in Visual Studio. It's still annoying though, do you know of a fix? I like to have my output log as clean as possible.

    Leave a comment:


  • replied
    Do you get that warning when compiling? Making a build?
    in any case, it is safe to ignore, because it is an "editor only" code module, and won't get built/compiled in the game.
    The plugin is able to react if a user does not have the AssetManagerEditor plugin enabled and turns off features that use it.

    Leave a comment:


  • replied
    Works great, although when I do a clean build, I get the following warning in the output:

    Code:
    UnrealBuildTool : warning : Warning: Plugin 'AssetsCleaner' does not list plugin 'AssetManagerEditor' as a dependency, but module 'AssetsCleaner' depends on 'AssetManagerEditor'.

    Leave a comment:


  • replied
    All right!
    It's been approved and it is now live on the marketplace!

    Check it out:
    https://www.unrealengine.com/marketplace/slug/3caab7c6e81f449296989122c043ae21


    Leave a comment:


  • replied
    It depends how you create those assets.
    If you are creating them by spawning/constructing them from a blueprint or code class, this "should" detect them as used.

    Because the tool uses the editor's code for checking references to object, at some point along the chain some class, or struct, or blueprint will be referencing the asset that you spawn at runtime.

    I will double check though, but i would need to know how exactly you are creating these assets

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  • replied
    What about all the assets, that are referenced at runtime only? I actually frequently like to create a bunch of assets and have my game load and iterate over them at runtime. they are never referenced anywhere though, at best, just by class.
    I assume you cant do anything there, right?

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  • replied
    It's been submitted !!
    Keep an eye out
    https://forums.unrealengine.com/unre...-cleaning-tool

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  • replied
    It's being submitted to the marketplace right now.
    Stay tuned for an update real soon!

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  • replied
    Hey, Christoufu great tool!! Where can I download it?

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  • replied
    Originally posted by real.chyvak View Post
    Great idea! But I got some problem with running Utility BP. When a do right mouse click on Asset Cleaner UBP Editor always shows an error "Failed to load assets", although the Load Errors section in the Message log is empty. I use UE 4.23 Preview 7
    Updated to the released version of the 4.23, now everythig works well

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  • replied
    Thanks everyone for the feedback.

    I have a new version ready, RC1, with a lot of exciting new features:
    • The tools now have its own Window Menu category and can be started from there (Window - Asset Tools - Assets Cleaner), instead of having to find the widget every time
    • I finally found a workaround hack for Multi selection. You can now use Ctrl/Shift click to select multiple items
    • I've removed all the tickboxes and added a "Select all" option on the right click menu
    • I'm also excluding levels and WorldBuildData from the list because they never return references, and cannot be interacted with (they're a different type of asset)
    Click image for larger version

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    This version won't be available for testing though.

    I am planning on submitting this tool to the marketplace very soon (after some more testing), so hopefully if all goes well you should all be able to grab it from the marketplace as soon as it's approved.

    I've also disabled the previous download links as they were only early test release and I won't be able to support those anymore.

    Thanks again for the support!

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  • replied
    This is fantastic! Not being mean or anything but the UE dev team should REALLY have given this to us a long, long time ago already, as a basic feature of the UE4 editor. Good job.

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  • replied
    This is one of those things I wish for longer UE should have by itself. Thanks man.

    Leave a comment:

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