Installation
Asset Doctor is a C++ editor plugin for Unreal Engine 5.6, 5.7 and 5.8 (Win64, Mac and Linux editor). It depends on Unreal’s Data Validation plugin, which is enabled automatically when you enable Asset Doctor.
Install from Fab
Section titled “Install from Fab”Install manually
Section titled “Install manually”-
Close the Unreal Editor.
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Copy the
TAAssetDoctorfolder into your project’sPluginsfolder. Create thePluginsfolder next to your.uprojectfile if it doesn’t exist yet. The result should look like this:MyGame/MyGame.uprojectPlugins/TAAssetDoctor/TAAssetDoctor.upluginSource/Resources/ -
Open the project. If the plugin hasn’t been compiled for your engine version yet, see Build from source below.
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Open Edit > Plugins, search for Asset Doctor and make sure ta Asset Doctor is enabled. If you had to enable it, restart the editor when prompted.
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Open Tools > ta Asset Doctor (in the tridiART section of the Tools menu) and click Scan project.
Build from source
Section titled “Build from source”The plugin ships with its full source code. If the copy you installed doesn’t contain compiled binaries for your engine version, the plugin has to be built:
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C++ projects: build the project in your IDE (for example Visual Studio 2022 on Windows), or let the editor rebuild the missing modules when it asks on startup.
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Blueprint-only projects: the editor can’t compile plugin code for you. Either add a C++ class to the project (which turns it into a C++ project) and build it, or build the plugin once with Unreal Automation Tool and copy the packaged result into your
Pluginsfolder:Terminal window "C:\Program Files\Epic Games\UE_5.6\Engine\Build\BatchFiles\RunUAT.bat" BuildPlugin -Plugin="C:\Path\TAAssetDoctor\TAAssetDoctor.uplugin" -Package="C:\Build\TAAssetDoctor" -TargetPlatforms=Win64Use the
RunUATscript of the engine version you want to build for.
Your first scan
Section titled “Your first scan”With the default settings, Scan project checks everything under /Game except /Game/Developers, uses the Epic Recommended naming preset and runs all ten built-in rules. When the scan finishes, the panel shows a project health score and the list of issues.
From here you can:
- Read the Editor panel guide to filter, inspect and fix issues.
- Adjust folders, rules and limits in Edit > Project Settings > Plugins > ta Asset Doctor. See Settings.
- Switch to the Allar Style Guide preset or your own naming table. See Naming presets.
- Add the check to your build pipeline. See Command line & CI.
Updating and removing
Section titled “Updating and removing”To update, close the editor and replace the TAAssetDoctor folder with the new version. Your settings live in the project’s Config/DefaultEditor.ini, not in the plugin folder, so they are kept.
To remove the plugin, disable it in Edit > Plugins or delete the TAAssetDoctor folder while the editor is closed. Asset Doctor doesn’t add any assets to your project. If you changed its settings, they stay in the [/Script/TAAssetDoctor.TAAssetDoctorSettings] section of Config/DefaultEditor.ini, which you can delete if you no longer need it.