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UE5 Asset Validator Plugin

Status: Scaffolded and under active development. Compilation and live demo in progress on a dedicated UE5 machine.

A custom Unreal Engine 5 editor plugin written in C++ that adds a dockable Slate UI panel for automated asset validation against studio content pipeline standards — with one-click auto-remediation.

Built using the UE5 Asset Registry API, Slate/SlateCore, AssetTools, and the UnrealEd framework. Designed for integration into professional game development pipelines where content quality gates are enforced before check-in.

Key skills demonstrated: UE5 C++ plugin development · Slate UI · Asset Registry querying · Content pipeline tooling · Editor framework integration · Automated asset review · Pipeline standards enforcement


Features

Rule What it checks Auto-Fix
Naming Convention Enforces T_, SM_, SK_, M_, MI_, BP_, A_, PS_ prefixes ✅ Renames via AssetTools
Texture Size Budget Power-of-two dimensions; per-group max sizes (World 2048, Character 4096, UI 1024) ❌ Manual
LOD Requirements Minimum LOD levels based on triangle count at LOD0 (10K → 3 LODs, 50K → 4 LODs) ❌ Manual

Architecture

Source/AssetValidator/
├── Public/
│   ├── AssetValidator.h           Module interface + tab registration
│   ├── AssetValidationRule.h      IAssetValidationRule base class + FValidationResult
│   ├── AssetValidatorCommands.h   UI command bindings (Ctrl+Shift+V)
│   ├── AssetValidatorStyle.h      Slate style set registration
│   ├── SAssetValidatorPanel.h     Main Slate compound widget
│   └── Rules/
│       ├── NamingConventionRule.h
│       ├── TextureSizeRule.h
│       └── LODRule.h
└── Private/
    ├── AssetValidator.cpp         Startup, shutdown, menu registration
    ├── AssetValidatorCommands.cpp
    ├── AssetValidatorStyle.cpp
    ├── SAssetValidatorPanel.cpp   Full Slate UI: toolbar, rules list, results table
    └── Rules/
        ├── NamingConventionRule.cpp
        ├── TextureSizeRule.cpp
        └── LODRule.cpp
Config/
└── AssetValidatorRules.ini        Configurable thresholds (no recompile needed)

How to Build

  1. Copy this folder into your UE5 project's Plugins/ directory.
  2. Right-click your .uprojectGenerate Visual Studio project files.
  3. Build the [ProjectName]Editor target in Visual Studio or Rider.
  4. Enable the plugin in Edit → Plugins → Pipeline Tools.

Usage

  • Window → Asset Validator — opens the dockable panel
  • Select assets in the Content Browser → Validate Selected
  • Select a folder → Validate Folder
  • Click Auto-Fix All to apply all fixable findings (naming renames)

Extending

Add a new rule by:

  1. Creating Public/Rules/MyRule.h — implement IAssetValidationRule
  2. Creating Private/Rules/MyRule.cpp — implement Validate() and optionally AutoFix()
  3. Registering an instance in SAssetValidatorPanel::Construct()

Configuration

Edit Config/AssetValidatorRules.ini to change naming prefixes, texture budgets, and LOD thresholds without recompiling.


Use Cases

  • Content pipeline enforcement at studios using Unreal Engine 5
  • Pre-commit asset review before Perforce check-in or Git LFS push
  • Automated QA for texture budgets, mesh complexity, and naming standards
  • Onboarding new artists to studio asset conventions with immediate feedback

License

MIT — see LICENSE


Built by MMKPC Studios · C++ · Unreal Engine 5 · Slate UI · Pipeline Tools · Asset Validation · Game Development

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UE5 C++ editor plugin with Slate UI for automated asset validation — naming conventions, texture budgets, LOD requirements, one-click remediation.

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