FAQ
Does a scan load my assets?
Section titled “Does a scan load my assets?”No. The built-in rules only read Asset Registry data (asset names, classes, folders and tags such as texture dimensions or triangle counts), so scanning doesn’t load assets. Assets are loaded only when you apply fixes, open them, or when a custom rule loads them itself.
Why does an asset show 0 references?
Section titled “Why does an asset show 0 references?”The References column counts other assets that reference this asset in the Asset Registry. Some references are invisible to the Asset Registry:
- references from C++ code,
- references from config files, for example the default map or other assets set in
.inifiles, - references stored as string paths.
Levels are a common example: they are usually opened through config or code, not referenced by other assets. A 0 means the asset may be unused. Check it in the Reference Viewer and search your code and config before deleting it.
Also note that the panel only lists assets that have at least one issue. The Unreferenced tile counts unreferenced assets among those, so it is not a complete list of unused content.
Does the Texture.MaxSize fix change my source texture?
Section titled “Does the Texture.MaxSize fix change my source texture?”No. The fix sets the texture’s Maximum Texture Size to the project limit. The imported source data stays as it is, so you can undo the change by setting Maximum Texture Size back to 0. The texture is left unsaved after the fix so you can review it first.
Why are assets in /Game/Developers not checked?
Section titled “Why are assets in /Game/Developers not checked?”/Game/Developers is in Excluded Paths by default. Excluded folders are skipped by every kind of scan, including Content Browser checks, Data Validation, the commandlet and Python. Remove the entry from Project Settings > Plugins > ta Asset Doctor > Excluded Paths if you want those folders checked.
World Partition __ExternalActors__ and __ExternalObjects__ folders are always skipped.
What should I do about redirectors?
Section titled “What should I do about redirectors?”Redirectors are reported by Asset.Redirector in the Other category. Its auto-fix runs Unreal’s redirector fix-up: referencing assets are updated and the redirectors are deleted.
Renames done by Asset Doctor clean up after themselves: with Fix Up Redirectors After Rename enabled (the default), the redirectors they leave behind are fixed up right away.
Why was a rename skipped?
Section titled “Why was a rename skipped?”A rename is skipped when an asset with the new name already exists in the same folder, or when two issues would rename different assets to the same name. It is also skipped if the asset can’t be loaded. Open the Output Log and look for LogTAAssetDoctor warnings such as Skipping rename of ... already exists.
Why does a folder name issue have no fix?
Section titled “Why does a folder name issue have no fix?”Naming.InvalidCharacters can rename assets, but not folders. Rename the folder in the Content Browser yourself. The folder issue is reported on every asset inside that folder, so it disappears from all of them once the folder is renamed.
Why isn’t my asset type checked by the naming convention?
Section titled “Why isn’t my asset type checked by the naming convention?”Naming.Convention only checks assets that match a row in the Naming Rules table. For example, the Epic Recommended preset has no row for sound waves. Add a row with the asset class and prefix you want. Rows whose class comes from a plugin that isn’t enabled are ignored. See Naming presets.
My custom naming rows disappeared. What happened?
Section titled “My custom naming rows disappeared. What happened?”Selecting Epic Recommended or Allar Style Guide in Naming Preset replaces the whole table. Editing the table switches the preset to Custom automatically; leave it there once you’ve made changes, and restore lost rows from source control (Config/DefaultEditor.ini).
The panel says “results may be incomplete”. Why?
Section titled “The panel says “results may be incomplete”. Why?”The scan ran while the editor was still discovering assets after startup. Wait until asset discovery has finished and scan again (use the refresh button in the status bar). The commandlet always waits for discovery to finish before scanning.
My CI report has the wrong file name when I run from PowerShell
Section titled “My CI report has the wrong file name when I run from PowerShell”Windows PowerShell 5.1 splits an argument like -Report=Saved/AssetDoctor/report.json at the dot, so Unreal receives -Report=Saved/AssetDoctor/report and .json separately. Quote the argument or put it in a variable. See Running from PowerShell.