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商品 Project Audit + Safe Fixes 的媒体 1

描述

Your project has settings nobody chose. A 4096 texture that only ever renders at 256. A mesh with one LOD and Nanite off. A sound with no Sound Class, bypassing your whole audio mix. Nothing is broken, so nothing tells you - the cost just sits there, in memory and in frame time, until someone goes looking.

Size Map shows you what is big. Asset Audit shows you what is there. This shows you what is WRONG - and fixes it.

WHAT IT DOES

Scans your project against 17 checks covering textures, static meshes, materials, audio and Blueprints, including a project summary that ranks your heaviest meshes. Each finding names the asset, says what the setting costs you, and tells you what to change. Seven of them it can change for you.

FIXES YOU CAN ACTUALLY TRUST

This is the part the category gets wrong, so it is worth being precise about:

- See it first. Every fix shows the exact before -> after, per asset, per property, before anything is written.

- Tick only what you want. Nothing you did not select is touched.

- One undo. Ctrl+Z once puts every asset in the batch back, byte for byte - a whole batch is a single transaction, not one per asset.

- Nothing is saved behind your back. Fixed assets are marked dirty and listed. You decide what to commit.

- Every applied fix is logged in plain language, ready to paste into a commit message.

WHEN A FINDING IS INTENTIONAL

Mark the exception - per asset, per folder, or per check. Suppressions live in a file in your project's Config folder, so they travel with your repository and your whole team inherits them. Suppressed findings are never hidden: they stay visible in a collapsed section, so nobody inherits a silent exception they cannot see.

RUNS WHERE YOU WORK

Registry-only first pass, so the initial scan reads the data your editor already has and opens no assets. The deep pass runs in the background, shows progress, and cancels in about a second. Reports export to HTML and Markdown.

YOU GET THE SOURCE, AND IT IS HELD TO A HARD BAR

The download is source code, not a compiled binary. Every check, every fix and the whole undo path is there to read before you run any of it. Nothing here has to be taken on trust.

It is also verified harder than a plugin this size usually is. No build reaches you until all of the following passes, on Unreal 5.6, 5.7 AND 5.8 - not just the newest one:

- 4,332 automated tests, zero failures. Per rule: it fires on a dirty asset, stays silent on a clean one, and honours a suppression. Per fix: undo restores the asset byte for byte - proven, not observed.

- The archive you are about to download is installed into a freshly generated, empty project and compiled there, on all three engine versions, every release. What is tested is what ships, not a copy of it.

- Compiled with two different compilers, MSVC and clang, and warning-free on both. Warnings are fixed, never suppressed.

- Scan performance is held to a budget that a release cannot exceed.

- The registry pass over a project seeded with one deliberately broken asset per check is compared against a manifest, on every engine - so a rule that quietly stops finding things fails the build.

Twenty-one such steps run before a version is published. No third-party dependencies, at all.

Runs entirely on your machine. No account, no API key, no telemetry - nothing is ever sent to us. The plugin opens no network connection of its own; the only network it touches is your own source control, and only when you ask it to check a file out.

Unreal Engine 5.6, 5.7 and 5.8. Windows, editor only. Ships as source.

Documentation: https://plimsoll.dev/docs

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