Skip to content

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.

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.

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.

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.

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.

Settings you change in Project Settings are written to the [/Script/TAAssetDoctor.TAAssetDoctorSettings] section of Config/DefaultEditor.ini. Simple values look like this:

Config/DefaultEditor.ini
[/Script/TAAssetDoctor.TAAssetDoctorSettings]
bRunDuringDataValidation=True
MaxPackagePathLength=140
bFixUpRedirectorsAfterRename=True
MaxTextureSize=4096
bIgnoreUITexturesForPowerOfTwo=True
MinTrianglesForLODs=1000