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    Cleanup unused content

    I would find it handy if the editor would be able to cleanup unused content when the user e.g. clicks a button or issue a command.

    #2
    Hi undercover,

    Can you be a bit more specific? Are you referring to a specific aspect of the editor or the editor as a whole? In the material editor there is a cleanup button to clean up unused nodes, is this what you are referring to?
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      #3
      Hi!

      I referring to the imported assets in the content browser. E.g. if I import a texture pack with over 25GB of textures and only using a few in the game. Then when I'm done with the game it would be nice if the editor could just clean up all unused assets like when you build the final game to distribute. In that way I find it easier to manage a growing project and e.g. clean out early now more unused content or unused content in general.

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        #4
        A way of cleaning up your content and delete non used stuff is using a specific commandlet. The command let is the UWrangleContentCommandlet commandlet. You can configure it via an ini file to wrangle only what you require.
        Sr. Engine Programmer @ www.playspace.com - moritzwundke.com
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          #5
          Well to toss in a new word into the lexicon that is Unreal 4 is the idea of Harvesting what you want from one project into another by making use of dependencies to a given project environment.

          In context lets say you have an environment set up perfect as to dependencies that you want to pull out of it but reject anything not connected to the work in progress.

          Now you could migrate the entire game directory under the asset browser, including stuff that you don't need, but the result will be yet another copy of the assets that are visible to UE4.

          On the other hand if you go Window>Levels>Migrate then only dependencies connected to and included as part of the current environment project is exported.

          The flip side though, and I'm making an assumption, is when a project is compiled as a stand alone version of the project only dependencies are exported and not assets that does not contain dependencies like 25 gigs of textures not being used.

          Of course I stand to be corrected as a lot of things does happen when you push a button.
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            #6
            I still think it would be a good idea to create a "common" directory area where any assets placed there would be accessible to all projects.

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              #7
              Hi,

              Wouldnt it be relatively simple to have a button that goes through all assets in the content folder and checks if any actor is associated with it.
              I would find it quite handy to have a simple way of clearing out temporary stand├čin assets of which no instance exists in the level anymore.
              The same with materials. A Material that is used nowhere, should go.
              If a texture is not used in any of the materials, gone with it.
              etc..

              Cheers,
              Klaus

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                #8
                Originally posted by KVogler View Post
                Hi,

                Wouldnt it be relatively simple to have a button that goes through all assets in the content folder and checks if any actor is associated with it.
                I would find it quite handy to have a simple way of clearing out temporary stand├čin assets of which no instance exists in the level anymore.
                The same with materials. A Material that is used nowhere, should go.
                If a texture is not used in any of the materials, gone with it.
                etc..

                Cheers,
                Klaus
                This is what the wrangle content commandlet does, it's not pressing a button though, you must execute it from the commandline.
                Sr. Engine Programmer @ www.playspace.com - moritzwundke.com
                Remember: be polite and respect other peoples opinions - Join the Unofficial Unreal Discord Channel - Found a bug? Then use the Bug Report Form to get it fixed ^^

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                  #9
                  Hi,

                  This is what the wrangle content commandlet does, it's not pressing a button though, you must execute it from the commandline.
                  Aha
                  Ok. Then what about the following:
                  Instaead of a commandlet, a small dialog is implemented, giving a preview of the to-be-deleted assets (similar to the migrate dialog). It would be much more convienient.
                  You could also exclude some (currently) unused assets and spare them from removal. Just more flexible.
                  As the functionality already exists, it would be kust a matter of coding the UI for it, right_

                  Cheers,
                  Klaus

                  Cheers,
                  Klaus

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                    #10
                    Originally posted by KVogler View Post
                    Hi,
                    Aha
                    Ok. Then what about the following:
                    Instaead of a commandlet, a small dialog is implemented, giving a preview of the to-be-deleted assets (similar to the migrate dialog). It would be much more convienient.
                    You could also exclude some (currently) unused assets and spare them from removal. Just more flexible.
                    As the functionality already exists, it would be kust a matter of coding the UI for it, right_

                    Cheers,
                    Klaus
                    That would be awesome

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                      #11
                      Originally posted by Demolition Man View Post
                      I still think it would be a good idea to create a "common" directory area where any assets placed there would be accessible to all projects.
                      This also sounds like a great idea.

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                        #12
                        Seams to be like a perfect candidate for a community PR
                        Sr. Engine Programmer @ www.playspace.com - moritzwundke.com
                        Remember: be polite and respect other peoples opinions - Join the Unofficial Unreal Discord Channel - Found a bug? Then use the Bug Report Form to get it fixed ^^

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                          #13
                          And what is the trick? and try but nothig happen:

                          "C:\Archivos de programa\Unreal Engine\4.5\Engine\Binaries\Win64\UE4Editor.exe" "C:\Users\Willy\Documents\Unreal Projects\WeaponryFramework\WeaponryFramework.uproject" -UWrangleContentCommandlet

                          It open the game but donr delete nothing.

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                            #14
                            This cleanup button does nothing at all. Unused nodes still all over the place. I'm using Unreal 4.9 now - surely there must be a way to cleanup unused textures? Not by hand. It's not about unused textures going into the game, it's about cleaning up the editor so it's easier to work with the data at hand.

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                              #15
                              Yeah I would also love the common directory (in arch-viz I find myself migrating stuff all the time) and ability of Unreal to not package unused stuff. Would be grand.

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