Settings
Open Edit > Project Settings > Plugins > ta Asset Doctor, or click Settings in the Asset Doctor panel.
The settings are stored in your project’s Config/DefaultEditor.ini, so the whole team shares them through source control. The panel, Data Validation, the commandlet and the Python API all use the same settings. Changes take effect with the next scan.
| Setting | Default | Description |
|---|---|---|
| Included Paths | /Game |
Folders scanned by Scan project, by the commandlet when you don’t pass -Paths, and by Data Validation. |
| Excluded Paths | /Game/Developers |
Folders that are never scanned. |
Paths are package paths such as /Game/Props. A path includes all of its subfolders, and matching is case-insensitive.
Excluded Paths apply to every kind of scan: the panel, Content Browser checks, Data Validation, the commandlet (also with -Paths) and Python. World Partition one-file-per-actor folders (__ExternalActors__ and __ExternalObjects__) are always skipped, whether or not they are listed here.
Integration
Section titled “Integration”| Setting | Default | Description |
|---|---|---|
| Run During Data Validation | Enabled | Runs the Asset Doctor rules as part of Data Validation (Validate Assets, validate on save, changelist validation). See Data Validation. |
| Setting | Default | Description |
|---|---|---|
| Rules | The ten built-in rules (see below) | Enable or disable rules and change their severity. Each entry has a Rule Id, Enabled and Severity (Info, Warning or Error). |
| Custom Rules | Empty | Blueprint (or C++) rule classes to run in addition to the built-in ones. See Custom rules. |
The default Rules list contains every built-in rule, all enabled:
| Rule Id | Severity |
|---|---|
Naming.Convention |
Warning |
Naming.InvalidCharacters |
Warning |
Path.Length |
Warning |
Path.RootFolder |
Warning |
Asset.Redirector |
Warning |
Texture.PowerOfTwo |
Warning |
Texture.MaxSize |
Warning |
Texture.SuffixSettings |
Warning |
StaticMesh.MissingLODs |
Info |
StaticMesh.NoCollision |
Info |
A rule that is not listed uses its own defaults (the rule’s Default Severity and Enabled by Default). To change the severity of a custom rule, add an entry with its Rule Id. A new entry starts as enabled with severity Warning.
Naming
Section titled “Naming”| Setting | Default | Description |
|---|---|---|
| Naming Preset | Epic Recommended | Epic Recommended, Allar Style Guide or Custom. Picking a preset replaces the naming table below. |
| Naming Rules | The Epic Recommended table | The naming table used by Naming.Convention. Editing the table switches Naming Preset to Custom automatically. |
| Allowed Extra Characters | Empty | Asset and folder names may contain A-Z, a-z, 0-9 and _. Add extra allowed characters here, for example -. |
| Max Package Path Length | 140 |
Maximum length of a package name such as /Game/Characters/Hero/SK_Hero. Minimum 32. Used by Path.Length. |
| Fix Up Redirectors After Rename | Enabled | After auto-fix renames assets, fix up the redirectors that were left behind. |
Each row of Naming Rules has these fields: Description, Asset Class, Include Subclasses, Blueprint Kind, Blueprint Parent Class, Prefix and Suffix. See Naming presets for how rows are matched and the full preset tables.
Textures
Section titled “Textures”| Setting | Default | Description |
|---|---|---|
| Max Texture Size | 4096 |
Largest allowed texture dimension. Minimum 64. Used by Texture.MaxSize; the fix sets the texture’s Maximum Texture Size and keeps the source data. |
| Ignore UITextures for Power Of Two | Enabled | Don’t require power-of-two dimensions for textures in the UI texture group (Texture.PowerOfTwo). |
| Normal Map Suffixes | _N, _Normal, _NRM |
Name suffixes of normal maps. These must use the Normalmap compression setting. |
| Linear Suffixes | _R, _Roughness, _M, _Metallic, _Mask, _Masks, _O, _AO, _ORM, _ARM, _RMA, _MRA, _H, _Height, _A, _Alpha, _Opacity, _S, _Specular, _B, _Bump |
Name suffixes of data and mask textures. These must have sRGB disabled. |
| Color Suffixes | _D, _BC, _BaseColor, _Albedo, _Diffuse, _E, _Emissive |
Name suffixes of color textures. These must have sRGB enabled. |
The three suffix lists are used by Texture.SuffixSettings. Suffixes are compared case-insensitively with the part of the texture name from its last underscore. If a suffix appears in more than one list, the first matching list wins in this order: normal map, linear, color.
Static Meshes
Section titled “Static Meshes”| Setting | Default | Description |
|---|---|---|
| Min Triangles for LODs | 1000 |
Non-Nanite static meshes with at least this many triangles and a single LOD are reported by StaticMesh.MissingLODs. Minimum 0. |
Config file
Section titled “Config file”Settings you change in Project Settings are written to the [/Script/TAAssetDoctor.TAAssetDoctorSettings] section of Config/DefaultEditor.ini. Simple values look like this:
[/Script/TAAssetDoctor.TAAssetDoctorSettings]bRunDuringDataValidation=TrueMaxPackagePathLength=140bFixUpRedirectorsAfterRename=TrueMaxTextureSize=4096bIgnoreUITexturesForPowerOfTwo=TrueMinTrianglesForLODs=1000