Unreal Engine 4.26 released!

It seems pretty basic so far, to be honest. If you’re familiar with Everything (a truly invaluable Windows utility; no affiliation), it’s supposed to act somewhat similar to that, but it needs a serious range of filtering options to be really useful. So far I only use it for minor occasional stuff like searching for “TODO” comments in unfinished materials and blueprints, but it could be so much more than that.

In case the plugin’s developer is reading this, it needs at the very least:

  • A counter for search results (“found: 143”).
  • A Content Browser-like “View Options” button (“Filtering Options”?) for filtering/expanding searches (“Include Engine Content”, “Include Plugin Content” tickmarks, and so on). Right now it doesn’t seem to index engine content at all, which is a shortcoming.
  • Some sort of rapid filtering options. I’d personally go with text-based escape sequences like ** , \m, \e, \b, \sm** (textures, materials, enums, blueprints, and static meshes correspondingly), so you could type something like " gold" to immediately filter for gold textures. Basic boolean NOT (“!” or “-”) and OR (“|”) operators would be invaluable as well (" gold -goldfinch", " gold | silver").

Anyway, back to your questions: You open the plugin’s search window through Window->Search, and you can setup an asset’s metadata through blueprints. Make an Editor Utility Widget/Blueprint and run the **SetMetadataTag **node for each of the GetSelectedAssets. But again, the plugin doesn’t see these tags right now. Hopefully, it’ll be addressed in future updates.