Editor panel
The Asset Doctor panel is where you scan content, review issues and apply fixes. It has a header with the main buttons, a health summary, the issue list on the left, a details panel on the right and a status bar at the bottom.
Open the panel
Section titled “Open the panel”Open Tools > ta Asset Doctor. The entry is in the tridiART section of the Tools menu. The panel opens as a regular editor tab that you can dock anywhere.
The header shows the active naming preset (for example “Project asset validation · Epic Recommended naming”) and three buttons:
| Button | What it does |
|---|---|
| Scan project | Scans the Included Paths from the settings, skipping the Excluded Paths. |
| Export report | Saves the visible issues as JSON or CSV. Available when at least one issue is visible. |
| Settings | Opens Project Settings > Plugins > ta Asset Doctor. |
Scan content
Section titled “Scan content”You can start a scan in three ways:
- Scan project in the panel header (or in the empty panel before the first scan) scans the folders in Included Paths. By default that is
/Game. - In the Content Browser, right-click one or more folders and choose Check with ta Asset Doctor. The panel opens and checks every asset in those folders and their subfolders.
- In the Content Browser, right-click one or more assets and choose Check with ta Asset Doctor. The panel opens and checks only the selected assets.
Folders listed in Excluded Paths (by default /Game/Developers) and World Partition external actor and object folders are skipped by every scan, including Content Browser checks.
When a scan covers more than 100 assets, a progress dialog with a Cancel button appears. If you cancel, the panel shows the results for the assets checked so far.
The status bar at the bottom shows the result of the last scan:
- Scan complete, or Scanned while the Asset Registry was loading; results may be incomplete if the editor was still discovering assets. In that case, wait for asset discovery to finish and scan again.
- The number of assets scanned, the scan time and the scope (the folders, or the number of selected assets).
- A refresh button that scans the same folders or assets again.
Project health
Section titled “Project health”The ring next to Project health shows a score from 0 to 100:
health = clean assets ÷ scanned assets × 100 (rounded)
A clean asset is a scanned asset without any Warning or Error issue. Info issues don’t count against the score. Before the first scan the ring shows --.
The text under Project health describes the score:
| Score | Text |
|---|---|
| 100 | Perfect, no issues found |
| 90 – 99 | Excellent |
| 75 – 89 | Good, but needs attention |
| 50 – 74 | Needs attention |
| 0 – 49 | Critical, many assets need work |
Summary filters
Section titled “Summary filters”Next to the health score are five summary tiles:
| Tile | Shows |
|---|---|
| Errors | Number of Error issues |
| Warnings | Number of Warning issues |
| Auto-fixable | Number of issues that have an automatic fix |
| Unreferenced | Number of assets with issues that no other asset references |
| Clean assets | Number of clean assets, “of N scanned” |
Click Errors, Warnings, Auto-fixable or Unreferenced to show only those issues. Click the same tile again to show everything. Clean assets is not a filter.
Categories and search
Section titled “Categories and search”Above the list are category chips. Each chip shows how many issues it contains:
| Category | Rule ids |
|---|---|
| All | Every issue |
| Naming | Rule ids starting with Naming. |
| Textures | Rule ids starting with Texture. |
| Meshes | Rule ids starting with StaticMesh. |
| Paths | Rule ids starting with Path. |
| Other | Everything else, for example Asset.Redirector and custom rules with other ids. Only shown when it contains issues. |
The search box (Search assets or issues) filters case-insensitively by asset path, asset class, rule id, message and suggested new name.
Category, summary filter and search combine. If nothing matches, the list shows No issues match the current filters with a Clear filters button, which resets the category and the summary filter.
List and Table views
Section titled “List and Table views”Switch between two views with the List / Table control next to the search box. Both show the same issues and share the selection.
List shows thumbnails, rename previews and badges:
- A checkbox for fixing checked issues. The checkbox in the header checks or unchecks every visible issue.
- Asset: thumbnail and asset name. The second line shows the rename preview (
OldName → NewName) for rename fixes, otherwise the issue message. - References: “1 reference”, “N references”, or
?if unknown. - Severity: Error, Warning or Info badge.
- Auto-fix: Auto-fix if the issue can be fixed automatically, otherwise Manual.
Table is a compact table with every field: severity icon, Asset, Class, Refs, Rule, Message and Fix (shows Auto for auto-fixable issues). The Table view has no checkboxes.
Click a column header to sort. In the List view you can sort by Asset, References and Severity; in the Table view by severity, Asset, Class, Refs and Rule. The default order is by severity, errors first.
References column
Section titled “References column”The References (List) and Refs (Table) columns show how many other packages reference the asset, according to the Asset Registry. Hard and soft references between assets are counted.
Hover a cell to see the referencing packages (up to 15; the list is looked up when you hover, so it’s current even if the scan is a little old). For more, right-click the issue and choose Open Reference Viewer.
0 means no other asset references this one, so it may be unused. References that the Asset Registry doesn’t know about are not detected:
- references from C++ code,
- references from config files, for example the default map,
- references stored as string paths.
Check with the Reference Viewer and your code before you delete anything.
Details panel
Section titled “Details panel”Select an issue to see its asset in the details panel on the right:
- Asset details: thumbnail, asset name, class and folder.
- Issues (N): every issue of this asset with its severity, rule name and message.
- Rename preview: Current name → New name, if one of the issues has a rename fix.
- Referenced by · N assets (or Not referenced by other assets): up to six referencing assets, plus “+N more”. Click one to show it in the Content Browser. If a rename is pending, the panel notes that references will be updated automatically.
- Buttons: Apply fix (only when the asset has an auto-fixable issue; applies all automatic fixes of this asset), Reference Viewer and Show in Content Browser.
Actions on issues
Section titled “Actions on issues”- Double-click an issue to select the asset in the Content Browser.
- Right-click one or more selected issues for:
- Apply Fix: applies the automatic fixes of the selected issues. Disabled when none of them is auto-fixable.
- Show in Content Browser
- Open Reference Viewer
- Open Asset: opens the assets in their editors.
- Copy Asset Path: copies the object paths, one per line.
Fix issues
Section titled “Fix issues”You can apply automatic fixes in four ways:
| Action | Applies |
|---|---|
| Apply fix in the details panel | All automatic fixes of the selected asset |
| Apply Fix in the context menu | The selected issues |
| Fix checked (N) below the list | The checked issues (visible when at least one issue is checked) |
| Fix all below the list | Every automatic fix in the visible list, so filters and search apply |
Issues without an automatic fix are skipped. Before anything changes, a confirmation dialog shows how many fixes and renames will be applied. After the fixes, a notification shows how many assets were changed and the panel scans the same scope again.
What happens depends on the fix:
- Renames (
Naming.Convention,Naming.InvalidCharacters) update every reference. The renamed assets are saved immediately. With Fix Up Redirectors After Rename enabled (the default), the redirectors left behind are fixed up, which re-saves the referencing assets and deletes the redirectors. Source control may ask you to check files out. - Setting changes (
Texture.MaxSize,Texture.SuffixSettings) modify the asset and leave it unsaved, so you can review the result before you save. - Redirector fix-up (
Asset.Redirector) runs Unreal’s redirector fix-up on those redirectors: referencing assets are updated and the redirectors are removed. Source control may ask you to check files out.
If an asset has both a Naming.Convention and a Naming.InvalidCharacters rename, only the naming convention rename is applied, because it already cleans up invalid characters.
Export a report
Section titled “Export a report”Click Export report to save the visible issues (after category, summary filter and search) to a file. The save dialog opens in the project’s Saved folder with the file name AssetDoctorReport.json. Choose JSON report or CSV report. The format is picked from the file extension. See Command line & CI for the fields in each format.