Hi, I have a question related to asset migration. When migrating a blueprint, migration finds all the relevant assets that are used in that blueprint. This is ok and logical. However, if somehow we made a mistake and put a blueprint inside that blueprint that we do not want to migrate, the pop-up box that shows the assets that are going to be migrated does not show where they are used.
If you have nested blueprints, the blueprint gets complicated and you do not know where that unwanted blueprint is used. If the migration box showed where that reference was used, then wouldn’t it be very easy to identify the problem and remove that blueprint from the main blueprint? Why is there no such feature in the engine?
When you start migrating an asset, the engine automatically selects all of it’s dependencies as well to be migrated along with it. These are dependencies, therefore sometimes deselecting one of them might cause issues. You already shouldn’t be thinking about adjusting that selection, you can easily adjust the relation between the migrated asset and it’s dependencies from your new project.
Hi. I already know these. This actually does not answer my question. When migrating, I already choose the relevant file that I want to use in my new project. However, when there are nested blueprints inside the blueprint I am migrating, trying to find out where the unwanted blueprint is used really takes a lot of time.
For example, I created a custom character blueprint. Instead of casting to “character”, which comes with the Unreal Engine by default, if I cast according to my custom character blueprint, I migrate whole character dependencies. The debugging is hard, and you search for exact key phrases inside the blueprints to find where they are used.