Hi Pinotti, the scripts automatically searches for all duplicates in your project. That´s the benefit compared to manually searching, deleting and relinking all files. A duplicate is defined by the same asset name like the textures from the starter content also used by other asset packs. All the references inside of Unreal are changed and relinked. Even the ones used in unloaded levels.
In C++ code, if the asset was hardcoded, it is not affected. I´m only looking into BP Projects right now.