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설명

AssetToolkit UE is an editor plugin designed to help Unreal Engine developers analyze, organize, and clean up project assets more efficiently.

Features

Asset Usage Analysis: Scan project assets and analyze their detected reference relationships to help determine how assets are being used throughout the project.

Potentially Unused Asset Detection: Identify assets for which no supported direct or dynamic references are detected, allowing them to be reviewed as potential cleanup candidates.

Reference Analysis: Analyze asset reference relationships directly inside Unreal Editor to better understand how assets are being used throughout the project.

Dynamic Reference Detection: Provides additional detection for assets referenced through supported dynamic loading paths and other indirect reference methods.

Asset Manager Reference Detection: Recognizes supported asset relationships managed through Unreal Engine's Asset Manager.

Ignore Folders: Exclude specific folders from scanning and analysis, making it easier to skip third-party content or directories that should not be included in the current scan.

Protected Folders and Assets: Mark important folders and supported managed assets as protected so they can be separated from normal cleanup candidates.

Asset Status Classification: Assets are categorized as Used, Dynamic Referenced, Potentially Unused, or Protected, making large projects easier to review and organize.

Quarantine Workflow: Move uncertain cleanup candidates into a separate quarantine list for additional review before deletion.

CSV Export: Export scan results as CSV files for external review, documentation, or team workflows.

Editor Integration: AssetToolkit UE runs directly inside Unreal Editor and is designed specifically for editor workflows.

English and Chinese UI: The plugin supports both English and Chinese interfaces. English is used as the default language.

No Runtime Dependency: AssetToolkit UE is an Editor-only plugin and does not add runtime dependencies to packaged projects.

Important Notes

Asset reference analysis cannot guarantee that every asset classified as potentially unused can be safely deleted in every project.

Projects may load assets through custom C++ code, configuration files, dynamically constructed or string-based paths, external systems, or other indirect methods that cannot always be detected automatically.

Assets marked as Potentially Unused should always be reviewed before deletion.

Using source control or creating a project backup before performing large-scale asset cleanup is strongly recommended.

Support

If you encounter a bug or unexpected scanning result, please provide:

- Unreal Engine version

- AssetToolkit UE version

- Steps to reproduce the issue

- Relevant screenshots

- Information about how the affected asset is referenced

For bug reports, feedback, feature requests, or suggestions, feel free to contact:

[email protected]

Feature requests are welcome. If there is a feature you would like to see added in a future update, feel free to send your suggestion by email.

Planned Updates

Future versions of AssetToolkit UE will continue to expand its asset management workflow, including additional asset organization and batch processing tools.

Documentation

https://drive.google.com/file/d/1WSitMsZfwX3Apndd-B7Ne30YfVc9tJoj/view?usp=sharing

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