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Terro Fergius edited this page Aug 24, 2026 · 3 revisions

FAQ

How do I turn off a specific rule?

Open your ASVCheckerConfig asset, find the validator that owns the rule, and set its bCheck* property to false.

Rule Property to clear Validator
missing_prefix bCheckPrefix Naming Convention
junk_name bCheckJunkName Naming Convention
wrong_folder bCheckWrongFolder Folder Structure
texture_not_power_of_two bCheckPowerOfTwo Texture
bp_bool_no_prefix bCheckBoolPrefix Blueprint
mesh_no_collision bCheckCollision Mesh

How do I disable a whole validator?

In the Validators array of your config, clear bEnabled on it. Removing it from the array works too.

How do I add a custom prefix for my own asset type?

In the Naming Convention validator, open DefaultClassPrefixes and add an entry. The key is the UE class name, the value is the prefix.

Example: "MyCustomData" maps to "MCD_".

For Blueprint subclasses use ClassRules instead. It takes a class picker and follows inheritance, so subclasses match without listing each one.

I get wrong_folder but the asset is in the right place

The folder rule works on path segments relative to the scan root. If your content sits deeper than the root the plugin is scanning, the segments do not line up.

Add the real root in Project Settings → Plugins → Asset Standards Validator → Scan Roots. If your content lives under /Game/ProjectName/, that is the path to add.

Why is the texture sRGB check flagging my normal maps?

The check works out the texture type from the name suffix. A normal map is expected to end in _N. If yours does not, the check has no way to know what it is looking at and treats it as a colour texture.

Three ways out:

  • Rename the texture so it ends in _N
  • Add its class to ExcludeClasses on the Texture validator, if it is a special type
  • Clear bCheckSRGB and drop the check

Blueprint validation is slow. Can I speed it up?

To read a Blueprint's variables the plugin has to load the asset, which costs a lot more than the checks that only read registry tags. Ways to cut it down:

  • Lean on the OnSave trigger instead of full scans, so only the asset you touched gets loaded
  • Lower MaxBatchSize in the global settings. Smaller batches yield more often and the editor stops hitching.
  • Switch off the checks you do not use, bCheckEditableRanges and bCheckComplexTypeName among them

How do I fail CI on validation errors?

Run the commandlet with -severity:

UnrealEditor-Cmd.exe MyProject.uproject -run=ASVCommandlet \
  -Root=/Game/Content \
  -severity=P0

-severity=P0 exits with code 1 when there is at least one P0. -severity=P1 is stricter: it counts P1 and P0 both. Everything else is in Commandlet arguments.

What is a stale redirector?

Rename or move an asset and the engine leaves an ObjectRedirector behind at the old path, so references that still point there keep working. Nothing cleans those up on its own. They pile up and the asset registry gets slower.

The stale_redirector rule finds them. Its fix runs Fix Up Redirectors, the same thing you get from the Content Browser right-click menu.

How does the Nanite policy check work?

The Mesh validator has a NanitePolicy setting with three values:

Value What it requires
Must Enable Meshes above MinTriCountForNanite, 10 000 triangles by default, have to have Nanite on. This is the value the property ships with.
Must Disable No mesh may have Nanite on
Allow Any The policy checks nothing

None of it runs until you turn the check on: bCheckNanite is off by default. Turn it on once your project has actually settled on a Nanite policy, because the default value is opinionated.

Is auto-fix safe to run on the whole project?

The operations themselves are safe. What they are not is reversible without source control, and renames and moves leave redirectors behind. Before a big batch:

  • Check the files out in Perforce, or commit what you have in Git
  • Try one folder first and see what you get
  • Read the list in the fix dialog before you apply it

Auto-fix Guide spells out what each fix does.

Is the plugin stable?

300+ automated tests cover the validators, the auto-fix paths, the trigger logic and config handling. They run on every build, on every supported UE version from 5.0 to 5.8, so a regression in a validator or a fix breaks the build instead of shipping.

I ran validation but the list is empty

Usually one of these:

  • Every validator in the config is disabled, or all their checks are off
  • The scan roots do not cover where your assets actually live
  • The folders are on the ignore list, in IgnoreFolders

Open DA_ASV_AllarStyleGuide in /Game/Data, the config the plugin creates on first run, and check that it is enabled and has validators in it. Press Scope ⓘ in the panel toolbar to see exactly which checkers and paths the last run covered. There is nothing to register anywhere: every enabled config in the project is picked up automatically.

Where do I report a bug or get help?

Discord is the fastest way to reach us. The editor has a link to it under Tools → Help → Join Discord, next to Report an Issue.

Include your UE version and a short description of what happened.