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Unused assets

Ashot Barkhudaryan edited this page Nov 5, 2022 · 12 revisions

For better understanding how plugin works, lets first define which assets we considering UNUSED.

Used asset criterias:

  • Primary Asset
  • Dependency of primary asset
  • Indirectly used
  • Has external referencers outside "/Game" folder
  • Excluded asset
  • Editor Utility assets

So any asset that do not satisfies those criterias will be considered unused.

Now lets examine criteria one by one

1. Primary assets


Level assets for example are primary by default. But you can create primary assets by yourself.
If you create class inherited from UPrimaryDataAsset and then register it in AssetManager.
As an example you can look at ActionRPG project from epics.

And its settings

Here link to official docs about PrimaryAssets.

2. Primary assets dependency

Any asset that used by primary assets will be considered as used asset and remain untouched.

3. Used Indirectly

see Indirect assets docs

4. Has external referencers outside "/Game" folder

Suppose we created Blueprint in 'Engine Content' folder, which uses some static mesh located in '/Game' folder




Now we have this type of connections in 'Reference Viewer'

In this situation SM_Monkey will be considered used and wont be included in scanning.

5. Excluded assets

User can configure ProjectCleaner plugin scan methods and exclude specified assets from scanning.

Available operations:

  • Exclude Options:
  • Path
  • Classes
  • Exclude selected assets
  • Exclude assets of this type

Excluded assets wont be deleted and will be available for preview in seperate "ExcludedAssets" tab.

6. Editor Utility assets

Those type of assets may not used in any level or primary assets, they intended to be used in editor, so we must not delete them.

editor_utility_assets