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Getting Started

Terro Fergius edited this page Aug 24, 2026 · 4 revisions

Getting Started

From zip to a first list of problems. Takes a few minutes.

Naming rules follow Allar's UE5 Style Guide, which most Unreal projects already lean on.

Installation

There are two kinds of package and they install differently.

A precompiled package, the demo zip or the Fab install, already has binaries in it. Put the AssetStandardsValidator folder into your engine, at UE_5.x/Engine/Plugins/Marketplace/, and there is nothing to build.

A source package goes into the project instead:

YourProject/
  Plugins/
    AssetStandardsValidator/   ← here
      AssetStandardsValidator.uplugin

Then right-click the .uproject, pick Generate Visual Studio project files, and build the Development Editor configuration. From a terminal that is Build.bat YourProjectEditor Win64 Development. If you skip this, the editor offers to compile the plugin the first time you open the project.

Either way you finish in Edit → Plugins. Find Asset Standards Validator under the Editor category, tick it, and restart when the editor asks.

What you see right away

Assets that failed a check get a small badge on their icon in the Content Browser, and so does every folder that holds one. The colour is the worst thing found on that asset:

Badge Means
Bright red P0, something that breaks the pipeline
Dark red P1, a major violation
Yellow P2, a style violation
Blue P3, informational
No badge nothing found, or this asset has not been scanned yet

Badges come from scan results, so they show up after the first scan and update after every one. Hover an asset to see the list of what it failed.

Content Browser filter chips for P0 to P3 and rule shortcuts, with folder badges in the left panel

First scan

Open the Tools menu. Under the Asset Standards Validator heading there is Run Full Audit. Click it and the scan starts; the panel opens by itself when it is done. The same thing sits on the Level Editor toolbar, as the Standards Validator button.

The Level Editor toolbar menu with Run Full Audit and Open Standards Validator

To open the panel without scanning, use Tools → Open Standards Validator. The panel has its own scan button, Validate All, which reads Scanning... while it works.

By default a scan covers everything under /Game. Each row gives you the asset path, the rule ID, what went wrong, and the fix it proposes.

The Standards Validator panel with the list of results coloured by severity

Severity levels

Every result carries a priority. Each rule has its own, and you can change it in the config.

Level Meaning Rules that ship at this level
P0 Breaks the pipeline missing_prefix, blueprint_compile_error, wrong_folder, texture_exceeds_max_size
P1 Major violation missing_suffix, texture_wrong_srgb, folder_not_pascal_case, stale_redirector
P2 Style violation texture_wrong_compression, bp_editable_missing_tooltip, mesh_no_lods, wrong_case
P3 Worth knowing, breaks nothing bp_editable_missing_range, bp_vars_uncategorized

Start at P0 and P1. Those are the ones that cost someone a day later. The Severity filter in the panel narrows the list down to them.

Fix issues

Rows that can fix themselves have a Fix button, showing the proposed value where there is one. Rows that cannot are greyed out. The Auto-fix Guide lists which rules belong to which group.

Warning: Renames and folder moves cannot be undone with Ctrl+Z. The engine leaves a redirector at the old path so references keep working, but the rename itself does not roll back. Check the files out in Perforce, or commit in Git, before you run a batch fix. Property fixes are different: texture settings and Blueprint variable renames undo normally, and Ctrl+Z rolls back the whole batch in one go.

Automatic scanning

Note: The plugin writes a config on first run and four of its triggers are already on, so saving, creating or renaming an asset validates it straight away. Nothing else runs by itself: a full scan happens only when you ask for one.

What the auto-created config sets up:

Trigger When it fires In the default config
OnSave An asset is saved on
OnAssetCreated A new asset is created on
OnAssetRenamed An asset is renamed on
Manual You ask for it, from the panel or the Tools menu on
OnStartup The editor opens off, it runs a full scan
OnPIE Play In Editor starts off, it runs a full scan
PreBeginPIE Just before Play starts, while the editor world is still whole. For level and world checks. not added, you add it yourself

Triggers live in the Triggers array of your ASVCheckerConfig asset. Configuration has the setup steps.

Content Browser integration

Right-click an asset. Everything below sits under the Asset Standards Validator heading in the menu.

Right-click on several selected assets, with the fix entry counting them

Right-click on a folder, with per-validator asset counts

Action What it does
Validate Now Runs every active checker on the selected asset or assets, right now
Fix Issues Opens a submenu of the issue types found, so you can fix one type across the whole selection
Open in Standards Validator Opens the panel filtered down to this asset
Open Config Opens the checker config responsible for the errors on this asset
Add to Ignore List Skips these assets in every future run. The entry reads Remove from Ignore List once they are on it.

Right-click a folder and the same heading gives you:

Action What it does
Validate Folder Runs every active checker on everything in the folder, recursively
Fix Issues The same submenu, applied to the whole folder
Ignore This Folder Skips everything inside it. Reads Stop Ignoring This Folder afterwards.

The ignore lists are stored in Project Settings → Plugins → Asset Standards Validator, as IgnoreAssets and IgnoreFolders.

Custom configuration

You already have a config. The plugin creates DA_ASV_AllarStyleGuide in /Game/Data the first time it runs, with a conservative set of rules on. Open it to switch checks on or off.

For a second config, right-click in the Content Browser and look under Asset Standards Validator → Checker Configs:

Template What you get
Empty Config Nothing in it. Add the validators and triggers you want.
Starter Template Every validator and trigger present, all disabled. Turn on what you need.
Allar Style Guide The same preset the plugin creates for you on first run.

Configs are found automatically, there is no registration step. Configuration has the full reference.

CI integration

The plugin ships a commandlet for build pipelines. See Commandlet arguments.

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