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    #46
    Originally posted by UniformEcho View Post

    I bought a plugin called Assets Cleaner which didn't do a very good job of catching everything that were unused that I found manually. Unless I was using it wrong but I'll take another look at it and maybe I'll look at Clean Project if things get desperate.
    https://www.unrealengine.com/marketp...-cleaning-tool
    That is the tool you're talking about Assets Cleaner (I made it)

    It lists out every single assets that is unused and lets you filter/select/move or delete all or some of them

    There are also ways in editor, using the statistics window and some extra work, or by doing a bit of Editor Widget blueprint in the Asset Registry module to get that to happen, but it's quite time consuming and not very user friendly

    Btw I'm very curious about how it didn't find some of the assets you manually found, would you have any more details?
    It's been tested with quite a lot of users so far and it's never had any issue
    (you do have to refresh after you delete assets, to find new ones, because then assets that were depending on the deleted ones become unused)
    Last edited by Christoufu; 02-23-2020, 02:55 AM.

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      #47
      I don't know in which editor version this was added, but the "Show unused assets" option does exist in the Content Browser, under Filters > Other Filters > Not Used In Any Level. This applies to all Actors that are placed in the world and assets that are referenced through Blueprint by these Actors. For assets that are referenced in CPP, I'm not sure if they will be picked up by this filter.

      Note, that if you change the contents in your scene, you need to save the scene, then disable and enable the filter again to reflect the changes in the Content Browser.

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        #48
        Originally posted by Schusy View Post
        I don't know in which editor version this was added, but the "Show unused assets" option does exist in the Content Browser, under Filters > Other Filters > Not Used In Any Level. This applies to all Actors that are placed in the world and assets that are referenced through Blueprint by these Actors. For assets that are referenced in CPP, I'm not sure if they will be picked up by this filter.

        Note, that if you change the contents in your scene, you need to save the scene, then disable and enable the filter again to reflect the changes in the Content Browser.
        I am not sure if the other guys talking about what I am now, but in my case I need to get rid off the RESIDUE LEFTOVER DELETED UASSETS CREATED IN CONTENT FOLDER, which are not visible in the Content Browser anymore, like I have deleted some materials - yes, they were removed from the Content Browser BUT they are still there in the project Content folder/subfolders. Actually, I have no clue why is this "feature" there: I thought if I delete something from the Content browser it will be wiped out from the disk (Content folder) too.

        So then I was scratching my head like for several hours WTF is going on here, when UE4 is telling me there already is material with the same name I am trying to assign to my new material, yet there definitely is not. Only to find out they stayed inside the Content folder/subfolders, so if one does not remove them manually one will not be able use the name of such object although it is not shown in the UE4 content browser...go, figure!

        Using latest UE 4.25.3
        Last edited by vasilbilag; 10-15-2020, 02:31 PM.

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          #49
          vasilbilag Are you use you did delete that not moved or renamed?
          In the latter case, you probably got redirector left behind. You can easily clean up redirectors by using "Fix Up Redirectors in Folder" options on folder in Content Browser.
          Redirectors are hidden by default, you can see them by checking "Show Redirectors" in Other Filters section of Content Browser filters.

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            #50
            Moth Doctor yes, that was it - thank you very much for this, I did not know that! [SOLVED]

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