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
Works great, although when I do a clean build, I get the following warning in the output:
UnrealBuildTool : warning : Warning: Plugin 'AssetsCleaner' does not list plugin 'AssetManagerEditor' as a dependency, but module 'AssetsCleaner' depends on 'AssetManagerEditor'.
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.
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
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: