Heya.
I’ve posted an answer to your question on your question post on the marketplace.
Please refer to that.
Cheers
I’m attempting to use this to cleanup a large project. I’ve used it three times so far, and each time it only pulls up a small amount of files to remove. I know there are more, because after every time I delete the files it selects and run it again, it finds another few hundred files.
In addition to having to run it numerous times, it often pulls up files with references that I must force delete. Doing this takes a considerable amount of time.
I’m not sure what way I’m misusing the plugin to get such poor results?
I know it’s too early to ask, but has anyone managed to get it to work with UE5?
Many plugins work without too many modifications.
Hi! I used the tool to clean up a project and I deleted the files that Assets Cleaner found Unused. But some of the deleted files were used in the project. Why is that?
The editor’s built in “delete Assets” window can be a bit misleading
An asset being a “Memory Reference” doesn’t mean it’s used by other assets, it can just mean that it has recently been loaded or is used in the undo system for example. So it’s usually safe to ignore.
Our usual recommendation is to delete your assets after restarting the editor with no level loaded (which usually avoids that)
If an asset shows in the “Asset References” column then that’s a problem, because this would mean the asset is used by another asset.
If that’s the case could you send us a screenshot and how you got to that point?
Thank you!
Thank you for your answer! I want to try what you describe but I don’t understand what do you mean by “… delete your assets after restarting the editor with no level loaded (which usually avoids that)…”
A level is always uploaded automatically when you open a project. How can I open the Editor without loading a level?
Hi.
In your Editor Preferences, there is a section +loading and saving i think) that allows you to choose what map to load on startup: New level, existing level and Nothing. Just choose none and that will open the editor with no level loaded.
Hi Christoufu!
Now I got the chance to test “Assets Cleaner” properly! It works as described, one remark though! If you have a Sequencer(s) - in your project and even if you use still use it in the project, the Assets Cleaner will include the Sequencer(s) on the “Clean list”. The good part is that the Sequencer(s) will be at the top of the “Clean list”, so it’s easy to see it and remove it from the “Clean list”. After that, you can confidently delete the “Clean list”.
Obs! I tried in both ways, with the Level I was working on open, and with a By Default Level open - as it is recommended. It worked both ways, so I didn’t notice the difference.
Great Tool!!!
ASSETS CLEANER 2.0 HAS BEEN RELEASED!!
To celebrate the UE5 release, and to show our appreciation to the awesome support along the years, we wanted to release a completely new Assets Cleaner with a lot of the requests that came from all of you
We have been working hard to completely rebuild Assets Cleaner from the ground up to be faster, more flexible and as simple to use as ever!
New Features (long requested)
- Include Plugin Content
- Delete empty directories
- Tool now uses an Assets Viewer, which is basically the same UI as the content browser, allowing things like different view modes (tiles, list, columns), asset filters, complex search etc…
We really hope you enjoy and the tool proves useful to you!
I loved the first, I’m definitely gonna love this!
Hello, I want to customize this plug-in. After updating 2.0, I can’t want to make a function of marking and ignoring. I want to mark some assets and don’t want them to appear in the search
Hi there, are you asking about how to make that functionality yourself?
If you want to do that, you will have to modify the C++ code in the plugin.
It’s not a simple change, as you’ll have to:
- add functionality to ignore a specific list of asset (and use that list in the AssetsCleanerUtils::ShouldFilterOutAsset function)
- make an interface to add/remove assets from the ignore list
- show the list of currently ignored assets in a UI
Note that you are modifying the code at your own risk, and we cannot provide support anymore unless you are using the non modified version from the marketplace.
It’s a feature we have planned to add in future updates, but it probably won’t be in the very near future.
Hope this helps
Hi i am new to unreal find out this asset and i wonder can i use this in next case: made project and add a couple assets and i would like to use them in order : Content/mesh/tree 001 for example but atm all the assets are in they separate folder : content/someassetpack/mesh/tree001 , content/otherassetpack/mesh/tree001 … so if i move them in Content/mesh/ they will overwrite each other or forget the math path ?