That's a bit strange as it's a editor only plugin,
Thanks for letting me know I'll take a look into it!
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Assets Cleaner, a tool to manage unused assets
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maxbrown repliedNice plugin, very useful!
I noticed though, on one project if I make an Android build for the Ouclus Quest, having this plugin enabled makes the build crash immediately on the Oculus Quest. Error log shows:
Code:LogPluginManager: Error: Unable to load plugin 'AssetsCleaner'. Aborting. Assertion failed: false [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Launch/Private/Android/LaunchAndroid.cpp] [Line: 463] Engine Preinit Failed
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Christoufu repliedOriginally 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.
If you update, the warning should now be gone.
Thanks!
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Christoufu repliedI 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
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CoolOppo repliedOriginally posted by Christoufu View PostDo 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.
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Christoufu repliedDo 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.
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CoolOppo repliedWorks 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'.
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Christoufu repliedAll right!
It's been approved and it is now live on the marketplace!
Check it out:
https://www.unrealengine.com/marketplace/slug/3caab7c6e81f449296989122c043ae21
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Christoufu repliedIt 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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rYuxq repliedWhat 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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Christoufu repliedIt's being submitted to the marketplace right now.
Stay tuned for an update real soon!
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real.chyvak repliedOriginally posted by real.chyvak View PostGreat 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
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Christoufu repliedThanks 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)
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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