Asset Doctor
Version 1.1.0
Unreal Engine 5.6 – 5.8
MIT license
Asset Doctor is an Unreal Engine editor plugin that checks your project’s content against naming conventions and common asset setup rules. It lists every problem in one panel, fixes many of them with one click, and can fail a CI build when someone breaks the rules.
What it checks
Section titled “What it checks”Asset Doctor ships with ten rules. Each one can be disabled or given a different severity (Info, Warning or Error).
| Rule | Checks | Auto-fix |
|---|---|---|
Naming.Convention |
Prefix and suffix for each asset type | Rename |
Naming.InvalidCharacters |
Characters other than A-Z, a-z, 0-9 and _ in asset and folder names |
Rename (asset names only) |
Path.Length |
Package names longer than the configured limit | – |
Path.RootFolder |
Assets placed directly in /Game |
– |
Asset.Redirector |
Leftover redirectors | Fix up redirectors |
Texture.PowerOfTwo |
2D textures whose dimensions are not powers of two | – |
Texture.MaxSize |
2D textures larger than the project limit | Sets Maximum Texture Size |
Texture.SuffixSettings |
Compression and sRGB settings that don’t match the name suffix | Fixes compression / sRGB |
StaticMesh.MissingLODs |
Dense non-Nanite static meshes with a single LOD | – |
StaticMesh.NoCollision |
Static meshes without simple collision | – |
See Rules for the exact conditions and messages.
Features
Section titled “Features”- Naming conventions with two built-in presets, Epic Recommended and Allar Style Guide, or your own table. Rows can target subclasses, Blueprint types (interface, function library, macro library) and Blueprint parent classes. See Naming presets.
- Auto-fix: renames assets (references are updated), changes texture settings and fixes up redirectors. Every fix in the panel asks for confirmation first.
- Asset Registry based checks: the built-in rules read Asset Registry data, so a scan does not load your assets.
- Reference counts: every issue shows how many other assets reference the asset, which helps you spot content that may be unused.
- Reports: export the issues to JSON or CSV from the panel, the command line or Python.
- Shared settings: settings are stored in
Config/DefaultEditor.ini, so the whole team gets the same rules through source control. - Extensible: add your own rules in Blueprint or C++. See Custom rules.
- Scriptable: scan, fix and export from Python or Editor Utility Widgets. See Python.
Three ways to run it
Section titled “Three ways to run it”- Editor panel: open Tools > ta Asset Doctor, scan the project or check selected folders and assets from the Content Browser, then review and fix the issues. See Editor panel.
- Data Validation: the rules also run inside Unreal’s Data Validation, so issues show up when you validate assets, on save (if enabled) and during changelist validation. See Data Validation.
- Command line / CI: the
TAAssetDoctorcommandlet scans headless, writes a JSON or CSV report and returns an exit code your build system can check. See Command line & CI.
Supported versions
Section titled “Supported versions”| Unreal Engine | 5.6, 5.7, 5.8 |
| Platforms | Win64, Mac and Linux editor |
| Module type | Editor only (not included in packaged builds) |
| Dependencies | Data Validation plugin (enabled automatically) |
| License | MIT |
Quick links
Section titled “Quick links”InstallationAdd the plugin and run your first scan.
Editor panelHealth score, filters, details and fixes.
SettingsEvery option with its default value.
RulesWhat each built-in rule checks and fixes.
Command line & CIArguments, reports and exit codes.
FAQAnswers to common questions.