Validating assets in UE?

Опубликовано: 07 Август 2026
на канале: DK 3D
296
22

This tutorial covers the step-by-step process of creating custom validation rules entirely in Blueprints to automate content policing. By the end of this guide, you will know how to prevent broken or non-compliant assets from cluttering your project.
What You'll Learn
• Base Classes: How to set up an Editor Utility Blueprint inheriting from UEditorValidatorBase.
• Rule Filtering: Overriding CanValidateAsset to target specific asset types (e.g., Static Meshes or Textures).
• Validation Logic: Overriding ValidateLoadedAsset to enforce rules like correct naming conventions (e.g., ensuring prefixes like SM_ or BP_), polygon limits, and texture compression settings.
• Execution: Triggering rules manually in the Content Browser or automating them upon saving and cooking.

Chapters:
00:00 Validating assets on save
01:53 Creating Editor Validator Base BP
05:50 Adding Engine assets exception validation
08:16 Adding Naming convention validation
13:40 Adding Collision complexity validation
15:30Adding Nanite settings validation

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