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Asset Standards Validator — Demo

More than a linter — a standards layer for your whole UE5 project.

A linter tells you an asset name is wrong. ASV shows you that right inside the Content Browser, sorts it by priority, fixes it in bulk, and hands your lead a report on how clean the project is. Configured per studio, enforced everywhere.

Download Demo Get Full on Fab UE 5.0–5.7

⬇ Where to download: open the Releases page and grab AssetStandardsValidator_Demo_{ue}_{ver}.zip for your UE version. Full install steps are below.

Content Browser with violation badges on folders and assets, and a hover tooltip listing an asset's violations by severity

  • Fixes in bulk, not just flags — auto-fix hundreds of assets in one pass, with a per-row review before anything is applied.
  • Lives in your Content Browser — violation badges and filters right where you work, not in a separate console.
  • Hands your lead a project-health report — exportable HTML audit with a health score and top issues.

More than a linter

Ordinary linter Asset Standards Validator
One fixed rule set Configured per studio and per project
A flat list of errors Sorted by priority P0–P3 and by rule
Fix by hand, one at a time Batch auto-fix of hundreds of assets
Name checks only Custom validators in C++ or Blueprint (full version)
Console output HTML project-health report for the lead

Two ways to work: panel or Content Browser

You don't have to live in the ASV panel. Every violation is visible — and fixable — right in the Content Browser.

  • Badges on assets and folders — a marker appears on any asset that fails a check, and on every folder that contains one. Hover an asset to see the exact violations and their severity.
  • Native filter dropdown — open the Content Browser filter menu and you'll find an Asset Standards Validator section: filter by severity (P0–P3), by "Has Any Error", or by a specific rule. Narrow thousands of assets down to just the broken ones in two clicks.
  • Right-click → Validate / Fix — validate or auto-fix a single asset, or a whole folder, straight from the context menu.

The panel gives you the full sortable list, batch fixes, and reports. The Content Browser gives you the same violations inline, while you work. Use whichever fits the moment.

Content Browser filter dropdown — the Asset Standards Validator section, filter by severity or by a specific rule

The Standards Validator panel — full sortable violation list, batch fixes, and reports


Quick start

  1. Open the plugin panel: Tools → Asset Standards Validator → Open ASV Panel
  2. Click Run Full Audit in the toolbar
  3. Wait for scan to finish — results appear in the panel
  4. Click any result to select the asset in the Content Browser
  5. Click Auto-fix on a result (or right-click → Fix) to apply the fix

Context menu — validate or fix a single asset from the Content Browser


What it checks

Six validator categories, all configurable. Most rules are off by default on first run — they're noisy on legacy projects. Enable progressively as your team's standards solidify.

Category Checks Auto-fix
Naming Convention Prefix, suffix, junk names, non-ASCII ✅ Rename
Folder Structure Wrong location, bad path format, Developers/ check ✅ Move
Texture Power-of-two, max size, sRGB, compression, LOD group ✅ Set property
Blueprint Variable naming, bool prefix, tooltips, compilation errors ✅ Rename var
Static Mesh Collision, LODs, Nanite policy ✅ Nanite only
Asset Health Stale redirectors ✅ Consolidate
Full rule reference (all rule IDs, defaults, config properties)

Naming Convention

Rule ID What it checks On by default
missing_prefix Asset has required class prefix (e.g. BP_, T_)
duplicate_prefix Prefix is not repeated in the name
missing_suffix Asset has required class suffix when defined
missing_allowed_suffix World assets use allowed level suffixes
name_pattern_mismatch Name matches the allowed pattern regex
non_ascii_name No non-ASCII characters in name
junk_name Name is not a placeholder (New, Temp, Default…)
wrong_case Name segment starts with a lowercase letter

Auto-fix: missing_prefix, duplicate_prefix, missing_suffix, missing_allowed_suffix, junk_name, wrong_case.

Folder Structure

Rule ID What it checks On by default
wrong_folder Asset is in the correct folder for its class
folder_not_pascal_case Each folder segment uses PascalCase
folder_contains_unicode No non-ASCII characters in folder path
folder_disallowed_name No generic folder names (Assets, Meshes…)
folder_in_developers Asset is not inside the Developers/ folder

Auto-fix: wrong_folder (moves asset to the correct folder).

Texture

Reads from asset metadata — no full load required.

Rule ID What it checks On by default
texture_not_power_of_two Width and height are both powers of two
texture_exceeds_max_size Dimensions within max size (default 8192)
texture_wrong_srgb sRGB flag matches texture type
texture_wrong_compression Compression matches texture type
texture_wrong_group LOD group matches texture suffix

Detection is based on name suffix: _D → color (sRGB on), _N → normal (sRGB off), etc.

Auto-fix: texture_wrong_srgb, texture_wrong_compression, texture_wrong_group.

Blueprint

Rule ID What it checks On by default
bp_bool_no_prefix Boolean variables start with b
bp_bool_is_pattern Avoid bIsDead — prefer bDead
bp_var_not_pascal_case Variable uses PascalCase
bp_var_atomic_type_name Name does not include type (Score not ScoreInt)
bp_editable_missing_tooltip Editable variables have tooltip text
bp_var_config_flag Variable does not use the Config flag
bp_editable_missing_range Editable numeric variables have a range set
bp_vars_uncategorized Editable variables are categorized (when ≥ 5)
bp_var_redundant_context Variable name doesn't repeat the class name
var_array_not_plural Array variables use plural names
var_missing_type_name Struct/object variables include type name
blueprint_compile_error Blueprint has no compilation errors
blueprint_compile_warning Blueprint compiles with no warnings (deprecated nodes etc.)

Auto-fix: bp_bool_no_prefix, bp_bool_is_pattern, bp_var_not_pascal_case.

Static Mesh

Rule ID What it checks On by default
mesh_no_collision Mesh has collision geometry
mesh_no_lods Mesh has LODs (for meshes over 5 000 triangles)
mesh_nanite_policy Nanite is enabled/disabled as required

Auto-fix: mesh_nanite_policy (enables or disables Nanite per policy).

Asset Health

Rule ID What it checks On by default
stale_redirector ObjectRedirector has been resolved

Auto-fix: consolidates the redirector.


Validation triggers

ASV validates in the background — you don't have to remember to run scans manually.

Three triggers are on by default with the auto-created config:

Trigger When it fires
OnSave Validates assets as they're saved
OnAssetCreated Validates a new asset the moment it's created
OnAssetRenamed Re-validates an asset after rename

Two more triggers are available and off by default (opt-in in the config DataAsset):

Trigger When it fires
OnStartup Full scan of all assets when the editor opens
OnPIE Validates open assets before Play In Editor starts

Overlay badges in the Content Browser update as violations are detected — no panel required.

Content Browser folder — right-click to validate the full folder


Batch Fix

Fix a whole rule at once instead of clicking each asset.

Narrow the panel to one rule with the Rule filter, then click Fix All (it activates once two or more fixable results are showing). A dialog lists every affected asset, grouped by folder, with its current and proposed name. Edit a proposed name inline, uncheck anything you want to skip, and apply. Conflicts — two assets that would collide, or a target path already taken — are flagged before anything runs. Progress shows per row, and the panel refreshes when it's done.

Batch Fix dialog — review assets, edit proposed names, apply fixes in bulk

Demo: 5 auto-fixes per editor session, single or batch. Resets on restart.


Audit Report

Export a full report after any scan: Export Report → HTML (demo) or HTML / JSON / CSV (full version).

The HTML report opens in your browser — health score, top violations by impact, breakdown by folder and rule.

HTML audit report — health score, violations by rule and folder


CI Integration

Run validation from the command line, in demo and full versions alike. The demo scans the 200 most-recently-modified assets per run; exit codes are the same in both.

UnrealEditor-Cmd.exe MyProject.uproject -run=ASVCommandlet \
  -Root=/Game/Art,/Game/Blueprints \
  -severity=P1 \
  -format=json \
  -output=./reports/
  • Exit codes: 0 clean, 1 violations found, 2 report write error.
  • Severity: -severity P0 (default) fails on critical only; P1 includes warnings. P0–P3 available.
  • Scope: -Root takes comma-separated content paths; -MaxAssets caps the scan.

JSON output lists per-rule counts and asset paths, ready for a CI dashboard or a PR gate.


Configuration

On first run the plugin creates a config DataAsset automatically: Content/Data/DA_ASV_AllarStyleGuide. Open it to enable or adjust checks — no setup required to get started.

Project Settings → Plugins → Asset Standards Validator — global settings: scan roots, exclude paths, logging.

Checker config DataAsset — validators, triggers, and path filters

Custom class prefixes — for project-specific asset types (e.g. GA_ for Gameplay Abilities): open the DataAsset, expand ASVValidator_NamingConvention → Class Rules, add an entry with the parent class and prefix. Blueprint subclasses match automatically.

Full configuration reference is in the in-editor documentation.


In-editor documentation

Full reference is available inside the editor: Tools → Asset Standards Validator → Documentation. Works offline, searchable, covers all validators, auto-fix, configuration, and reports.

In-editor documentation — searchable reference, works offline


Is the demo enough?

If the limits work for you — use it free, no time limit. Good luck keeping your project clean.

For larger projects, production pipelines, and serious studio work, grab the full version.


Demo vs Full

Feature Demo Full
All validators
Content Browser badges + filters
Auto-fix (single asset)
Report export HTML
In-editor docs
OnSave / OnAssetCreated / OnAssetRenamed triggers
OnPIE trigger
Batch fix ⚠️ 5 uses/session ✅ Unlimited
Batch scan ⚠️ 200 assets/run ✅ Unlimited
Report export JSON / CSV
OnStartup trigger
CI commandlet ⚠️ 200 assets/run ✅ Unlimited
Custom validators (C++/BP)
Source code
Platforms Windows only Windows · Linux · Mac

Demo limitations

On first scan, a dialog appears explaining the active restrictions — you'll see it once per editor session.

  • Scans up to 200 assets per run — the most recently modified assets in scope. A pre-scan toast tells you when the cap is applied. Single-asset validation (right-click → Validate) has no cap.
  • Auto-fix is limited to 5 uses per editor session — both single-asset and batch fixes count. Resets on editor restart.
  • Report export is HTML only — JSON and CSV export require the full version.
  • On Editor Startup trigger is disabled — appears in config but cannot be enabled. Use OnSave or validate manually instead.
  • CI commandlet is limitedASVCommandlet runs in demo builds but scans the 200 most-recently-modified assets per run. Exit codes are identical to the full version.
  • No source code — custom validators (C++/Blueprint) require the full version.
  • Windows only — the full version adds Mac and Linux (built from source; details in the full version's README).

Install

  1. Go to Releases and download the zip for your UE version: AssetStandardsValidator_Demo_{ue}_{ver}.zip
  2. Extract the zip — you'll get an AssetStandardsValidator folder
  3. Copy it to UE_5.x/Engine/Plugins/Marketplace/AssetStandardsValidator/
  4. Open your project, go to Edit → Plugins, search for Asset Standards Validator, enable it, and restart the editor

UE versions: 5.0 · 5.1 · 5.2 · 5.3 · 5.4 · 5.5 · 5.6 · 5.7
Editor-only plugin. Not included in packaged builds.


Get full version

Asset Standards Validator on Fab →

Full version includes unlimited scanning, CI integration, source code, and the ability to write custom validators in C++ or Blueprint.

Before installing the full version: remove the demo plugin first. Both versions share the same module name and will conflict if installed together. Delete or rename the AssetStandardsValidator folder in your engine's Plugins/Marketplace/ directory, then restart the editor before installing the full version.


Bugs and questions

Open an issue →

Please include your UE version and a brief description of what happened.

Prefer to chat? Join the community on Discord for help, questions, and updates.

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