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    #16
    +1 for this "Delete all unused assets"
    Maxim S.
    Architectural Rendering
    Vrender Company

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      #17
      +1 for "mark all unused assets" or better "show/filter all unused assets". Or ... simply make it possible to blend a little number to asset icons, which show how often the asset is used in maps. Would also be nice. And when it is "0" you know it is not used already. But a filter would be nice too, for fast search all unused assets and delete it.
      Next Game: Regain Earth: First Strike - A co-op multiplayer Action Shooter Game. Website TwitterYouTube RedditSteam

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        #18
        Originally posted by Vrender View Post
        +1 for this "Delete all unused assets"
        This would be great---- until you go looking for something you deleted. I sometimes make a new project because of my clutter, and migrate certain things to restructure, and re organize.

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          #19
          You can manually set which maps are included in build settings.
          Unused assets and maps that aren't in the list then won't be added to packaging.
          | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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            #20
            Very good idea.

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              #21
              Originally posted by BrUnO XaVIeR View Post
              You can manually set which maps are included in build settings.
              Unused assets and maps that aren't in the list then won't be added to packaging.
              This is a different issue. People may want to clean up their project just to make it easier to work with, or they want to hand it off to other and not have that unused content. It's not all about the final build.

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                #22
                But in that case then "migrating" the wanted MAP files to another project is already a cleanup.
                I'd rather creating a fresh project for migration than delete existing files; for many little reasons deletion of files can break a project.
                | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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                  #23
                  I Just tried the WrngleContent commandlett and it worked just fine. It was on a very simple project so I can't verify if it works on more complex or C++ projects tho.
                  Code:
                  "C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\Win64\UE4Editor-Cmd.exe" "D:\Perforce\Epic\depot\usr\Tom.Shannon\GameJamKit - Copy\GameJamKit.uproject" -run=WrangleContent -allmaps

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                    #24
                    Originally posted by BrUnO XaVIeR View Post
                    You can manually set which maps are included in build settings.
                    Unused assets and maps that aren't in the list then won't be added to packaging.
                    Originally posted by Tom Shannon View Post
                    I Just tried the WrngleContent commandlett and it worked just fine. It was on a very simple project so I can't verify if it works on more complex or C++ projects tho.
                    Code:
                    "C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\Win64\UE4Editor-Cmd.exe" "D:\Perforce\Epic\depot\usr\Tom.Shannon\GameJamKit - Copy\GameJamKit.uproject" -run=WrangleContent -allmaps
                    Wow both are very nice information.. tq..

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                      #25
                      Originally posted by Syed View Post
                      It is already inside UE4 Editor, although it is not exactly one button 'cleanup my assets, please'
                      1) Create a new project (this is supposed to be the clean project with all needed asset)
                      2) Inside UE4 Editor, working with existing project (which has many unneeded asset), select a level and then right click, Asset Action -> Migrate.
                      3) Migrate to the new project just created (select the Content folder).
                      4) The migration will copy all referenced asset to the new project
                      5) Repeat for all levels.
                      It seems like this solution is the best so far ( tried the command suggested and it deleted about 30mb while this one deleted more than 1gb )

                      I didn't test it thoroughly but it seems like it is working fine.

                      Just need to keep in mind to make the new project with the exact same name as the old one in order to have Cpp code work ( my project is using blueprints that inherits from Cpp and from plugin's Cpp )

                      So what I did basically is:

                      1.copy the plugins, source and config folders to the new project.
                      2.Migrate the levels from the old projects to the new one's content.
                      3.Generate project files and build in visual studio

                      And that's it.

                      Check out my game OldSchool Nightmare : http://www.indiedb.com/games/oldschool-nightmare

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                        #26
                        +1 for one click button for "migrating unused assets out" (aka Delete)

                        or

                        Show All Unused Assets in Maps
                        Website/Portfolio: http://www.VictorBurgosGames.com

                        Join me on stream: https://www.twitch.tv/BurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

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                          #27
                          The "Show Unused Assets" is pretty much the only option for this to work since these automatic detections can and will have false-positives.

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                            #28
                            Originally posted by Mootjuh View Post
                            I'd change this into a show unused assets. There might be some stuff you're not using yet but plan to do so in the near future.
                            Yes this would be amazing.
                            Matt Walton: Programmer and owner of WireLiteSoft Games.

                            [Streaming Terrains][WireLiteSoft.us]

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                              #29
                              +1 for this too. Something like SketchUp's Purge Unused button would be great.

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                                #30
                                Originally posted by 3darchstuffs


                                this worked perfectly for me. Great solution to get rid of unused items before building the final exe.
                                no that don't.... that don't copy any settings, it can break physical materials and make them broken unless you remake them and lots and lots of issues like when spawning materials dynamic, these materials don't get evaluated and don't migrate them. there are so many things that your method breaks it is NOT a viable solution.
                                Matt Walton: Programmer and owner of WireLiteSoft Games.

                                [Streaming Terrains][WireLiteSoft.us]

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