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Terro Fergius edited this page May 29, 2026 · 2 revisions

FAQ

How do I turn off a specific rule?

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

Examples:

Rule Toggle property Validator
missing_prefix bCheckPrefix = false Naming Convention
junk_name bCheckJunkName = false Naming Convention
wrong_folder bCheckWrongFolder = false Folder Structure
texture_not_power_of_two bCheckPowerOfTwo = false Texture
bp_bool_no_prefix bCheckBoolPrefix = false Blueprint
mesh_no_collision bCheckCollision = false Mesh

How do I disable a whole validator?

In your ASVCheckerConfig asset, find the validator in the Validators array and uncheck bEnabled, or remove it from the array entirely.

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

In the Naming Convention Validator, find DefaultClassPrefixes and add an entry. Key = UE class name, Value = prefix string.

Example: "MyCustomData" → "MCD_"

For Blueprint subclasses, use ClassRules with a class picker instead — it handles inheritance correctly.

I get wrong_folder but the asset is in the right place

The folder rule checks relative path segments. If your project root differs from the scan root, add the correct path to Project Settings → Asset Standards Validator → Scan Roots.

Example: if your content lives under /Game/ProjectName/, add /Game/ProjectName as a scan root.

Why is the texture sRGB check flagging my normal maps?

The check detects texture type by name suffix. Normal maps should end in _N — if yours ends in something else, the check doesn't know it's a normal map and can't skip it.

Options:

  • Rename the texture to end in _N
  • Add the texture to ExcludeClasses (if it's a special type)
  • Set bCheckSRGB = false to disable the check entirely

Blueprint validation is slow — can I speed it up?

Blueprint validation loads each Blueprint asset to inspect its variables. This is slower than tag-only checks. To reduce the cost:

  • Use OnSave trigger instead of scanning the whole project — only validates changed assets
  • Reduce MaxBatchSize in Global Settings to yield more often (avoids hitching)
  • Disable checks you don't need (e.g. bCheckEditableRanges, bCheckComplexTypeName)

How do I fail CI on validation errors?

Use the ASV commandlet with -severity:

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

The process exits with code 1 if any P0 (or higher severity) violations are found. Use -severity=P1 to be stricter. See Commandlet arguments for the full reference.

What is a stale redirector?

When you rename or move an asset in UE, the engine creates an ObjectRedirector at the old path so existing references don't break. If that redirector is never cleaned up, it accumulates and can slow the asset registry.

The stale_redirector rule flags these. Auto-fix calls Fix Up Redirectors to clean them (same as right-clicking in the Content Browser).

How does the Nanite policy check work?

The Mesh Validator has a NanitePolicy setting with three options:

  • MustEnable — meshes above MinTriCountForNanite must have Nanite on
  • MustDisable — Nanite must be off on all meshes
  • AllowAny — no Nanite check (default)

The check is off by default (bCheckNanite = false). Enable it only if your project has a firm policy.

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

Auto-fix operations are generally safe but irreversible without source control. Rename and move operations create redirectors automatically. Before running auto-fix on a large batch:

  • Check out or sync the files in Perforce/Git first
  • Test with a small folder first
  • Review the list of changes before applying

See Auto-fix Guide for the full list of what each fix does.

Is the plugin stable?

The codebase is covered by 300+ automated tests — validators, auto-fix paths, edge cases, trigger logic, and config handling. All tests run on every build across all supported UE versions (5.0–5.7). Any regression in a validator or fix operation breaks the build before it ships.

I ran validation but the list is empty

Likely causes:

  • No validators are enabled in your config
  • Scan root doesn't match where your assets are
  • All checks are toggled off

Check Project Settings → Asset Standards Validator → Default Config is set. If no config is set, the plugin uses built-in defaults and scans /Game.

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