Skip to content

Workflows

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

Workflows

Three ways teams run this, from one person who never opens the config to a studio that gates builds on it. Pick the one that matches where you are now.

Level 1. Solo, no setup

Install it and start working. The plugin writes its own config the first time it runs.

What you get

  • A config asset at /Game/Data/DA_ASV_AllarStyleGuide, created for you, with a conservative rule set on
  • Badges in the Content Browser, coloured by the worst problem on the asset
  • Validation on save, on create and on rename, without touching anything
  • Auto-fix on demand for renames, folder moves and texture settings

The Asset Standards Validator section in the Content Browser filter menu, filtering by severity

The Violations by Rule submenu in the same filter menu

How to use it

  1. Install the plugin. There is no configuration step.
  2. Open the Tools menu and click Run Full Audit. The panel opens when the scan finishes.
  3. Click Fix on a row to apply its fix.

The Validation Scope dialog listing enabled checkers and the scope path

The panel Rule filter narrowing results down to a single rule

Note: Four triggers are on in the default config: OnSave, OnAssetCreated, OnAssetRenamed and Manual. So single assets get validated as you work. What does not happen on its own is a full project scan, and that is deliberate: OnStartup and OnPIE are in the config but switched off.

When to run a full scan

  • Before a commit, so bad names do not reach source control
  • After importing a batch of assets, to check prefixes and where things landed
  • Before a milestone, to see the size of the problem and clear the easy half

Good to know

  • Badges come from scan results. An asset nobody has scanned has no badge.
  • Renames and folder moves leave a redirector at the old path. Safe for source control, but Ctrl+Z will not take them back.
  • Texture and Blueprint property fixes do undo, and Ctrl+Z rolls back the whole batch.

Level 2. A small team, 2 to 10 people

One rule set in source control, so everyone is checked against the same thing.

What this adds

  • A shared config asset that lives in the repo instead of one per machine
  • Rules tuned to your project, with the checks you do not care about switched off
  • Audit reports in CSV, JSON or HTML for whoever is tracking quality

Setup steps

  1. Right-click in the Content Browser and take Asset Standards Validator → Checker Configs → Starter Template. Every validator and trigger is there, all off.
  2. Turn on the validators you want and set their properties.
  3. Turn on the triggers you want. OnSave is the one that pays for itself first.
  4. Commit the asset so the whole team gets the same rules.

There is no registration step. Every enabled config in the project is found on its own.

Note: You already have DA_ASV_AllarStyleGuide from first run. Either edit that one and commit it, or switch it off and use your own instead. Two configs both scanning the same folders means every asset gets checked twice.

Triggers worth having on a small team

Trigger Why
OnSave Says something is wrong at the moment the asset is saved, not a week later
OnAssetCreated Catches a bad name before anyone builds on top of it
Manual Keeps full audits available from the panel and the Tools menu

Custom class rules

For asset types of your own, add ClassRules to the Naming and Folder validators and give each class its prefix and its folder. See Custom class rules.

Audit reports

Run a scan, then press Export Report in the panel toolbar and pick a file type in the save dialog. HTML for a lead, CSV for a spreadsheet, JSON for anything you script. Reports has the details.


Level 3. A studio with a pipeline

The rules stop being advice. CI fails on them, and studio-specific checks get written in C++.

What this adds

  • The commandlet in the build pipeline, so a bad asset fails the build instead of a review
  • Validators of your own, in C++, for the conventions the built-in rules cannot express
  • Separate configs per team, scoped by path, so the art rules do not fire on gameplay Blueprints

CI commandlet

Run the plugin headless with -run=ASVCommandlet. -severity=P1 makes the process fail when anything at P1 or worse is found:

UnrealEditor-Cmd.exe YourProject.uproject -run=ASVCommandlet -severity=P1 -format=html -output=C:/Reports

-format takes html, json or csv, and needs -output alongside it. All the flags are in Commandlet arguments.

More than one config

Separate ASVCheckerConfig assets can cover separate parts of the project:

  • DA_ASVConfig_Art for texture, mesh and naming rules over the art folders
  • DA_ASVConfig_Blueprints for the gameplay team's Blueprint rules
  • DA_ASVConfig_Audio for naming and folders under the audio paths only

Scope each one with AssetPathFilters and AssetClassFilters. Every enabled config is discovered automatically, so watch for two of them covering the same folder.

Custom validators (full version)

A validator you write in C++ shows up in the panel next to the built-in ones and can carry its own auto-fix. Material parameter naming, a particle budget, assets with no source file behind them: anything you can check in code. Validators are C++ only, there is no Blueprint authoring. The Extension SDK documentation has the API.

Triggers at studio scale

Trigger Why
OnSave Feedback in the editor for everyone
OnAssetCreated Bad names caught at creation
OnAssetRenamed Re-checks an asset after somebody renames it
OnPIE Runs a scan when Play In Editor starts. It reports, it does not stop Play, and it scans everything in scope, so expect a pause.
Manual Full audits on demand

Note: Pre-commit and pre-submit hooks for Git and Perforce are not built yet. Until they are, the commandlet in CI is the enforcement point.