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FAQ
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 |
In the Validators array of your config, clear bEnabled on it. Removing it from the array works too.
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.
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.
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
ExcludeClasseson the Texture validator, if it is a special type - Clear
bCheckSRGBand drop the check
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
OnSavetrigger instead of full scans, so only the asset you touched gets loaded - Lower
MaxBatchSizein the global settings. Smaller batches yield more often and the editor stops hitching. - Switch off the checks you do not use,
bCheckEditableRangesandbCheckComplexTypeNameamong them
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.
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.
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.
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.
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.
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.
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.
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