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Content Analyzer is a tool that we used during Rogue Spirit development to help us find issues with our content.

For example, you can easily find assets that don't have any references, textures with adjusted settings, static meshes with specific collision types, sound cues with attenuation nodes, textures with wrong settings - and much more.

You can filter asset types using each column (eg num of LODs)


Static Meshes

  • Verts, Tris, Mats, UVs, LODs, LODGroup, Collision Primitives, Collision Types, Collision Customized, Physical Material, CPUAccess, Generate Distance Fields, Hav Data, Is Dynamic Obstacle, Light Map Resolution, Does have null materials (which can crash on some platforms)

Skel Meshes

  • Verts, Tris, Bones, LODs, Morph Targets, Mats, Cloth, Skeleton, Phys Asset, Post Anim BP, Anim Rig, CPUAccess,

Textures

  • Resolution, Format, Compression, LODGroup, LODBias, NeverStream, Filter, SRGB, MipMap Setting, Resource Size, Number of Mips, Has Alpha, Is Adjusted,

Sound Cues

  • Duration, Volume, Pitch, Max Distance, Class, Override Attenuation, Attenuation Object, Has Attenuation Node, Override Concurrency, Concurrency Object,

Sound Waves

  • Duration, Max Distance, Sample Rate, Looping, Channels, Compression Quality, Group, Volume, Pitch, Class, Attenuation Object, Override Concurrency, Concurrency Object,

Anim Sequences

  • Length, Frames, Frame Rate, Imported Resample Frame Rate, Imported File Frame Rate, Additive, Root Motion, Compression Ratio, Compressed Size, Rate Scale, Skeleton, Notifies,

Anim Montages

  • Length, RateScale, Notifies,

User Widgets

  • Property Bindings, Tick Prediction, Tick Frequency, Parent Class

Blueprints

  • Is Data Only, Replicated Properties, Native Components, Blueprint Components, Parent Class, Tick Enabled, Tick Group,

Materials

  • Shading Model, Translucency Lighting Mode, Decal Response, Material Domain, Blend Mode, Has Scene Color, Per Instance Custom Data, Per Instance Random, Responsive AA, Contact Shadows, Dither LOD Transition, Fully Rough, Customized UVs, Phys Material, Phys Material Mask


1.1 Update:

- Added a refresh button to gather the assets again without reopening the tool,

- Ability to select multiple assets on the list,

- NEW: added asset actions

* All: Find, Edit, Checkout, Save, Delete,

* All: Scripted Asset Actions like in Content Browser, 

* Static Meshes: Remove Collision, Add Simple Collision, Set Collision Complexity, Set Collision Preset, Set LOD Group, Create LOD, Set Lightmap Resolution,

* Textures: Set Compression, Set Texture Group,

- Added ability to write comments for assets,

- Added thumbnail for the selected asset,

- Added thumbnail for assets in the view, (can be disabled in options for each asset type)


Missing feature? Ideas?

Feel free to use comments or email me directly.


Future planned features:

- Change fonts and visual settings,

- Add assets types (eg DataAssets) to disable them in the list view, 

- Context search to be able to find specific things, (eg specific anim notify) 

- Configure naming conventions for the assets,

- Configure LOD materials naming conventions for the SM/SK lod materials,

- Configure searching locations for the assets as now it's using /Game/ root directory,

- 4.47 version,

Technical Details

Features: (Please include a full, comprehensive list of the features of the product)

  •  Asset listings for Static Meshes, Skel Meshes, Textures, Sound Cues, Sound Wavs, Anim Seq, Montages, User Widgets, Blueprints, Materials,
  •  Search option,
  •  Filter by a specific column,
  • Ability to change default visible columns in Editor Settings,

Code Modules:

  •  ContentAnalyzer (Editor)

Number of C++ Classes: 5

Documentation: LINK

Supported Development Platforms: Win64

Supported Target Build Platforms: This is an editor tool which means it's not added to your game.

AK
Andrzej Koloska
All Assets by Author
10.74 
Platforms Windows 64-bit
UE Versions 5.0 - 5.1
Tags TOOLS, EDITOR TOOL, CONTENT MANAGEMENT, CONTENT BROWSER
Release date 11.11.2022

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