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FAQ
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 |
In your ASVCheckerConfig asset, find the validator in the Validators array and uncheck bEnabled, or remove it from the array entirely.
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.
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.
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 = falseto disable the check entirely
Blueprint validation loads each Blueprint asset to inspect its variables. This is slower than tag-only checks. To reduce the cost:
- Use
OnSavetrigger instead of scanning the whole project — only validates changed assets - Reduce
MaxBatchSizein Global Settings to yield more often (avoids hitching) - Disable checks you don't need (e.g.
bCheckEditableRanges,bCheckComplexTypeName)
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.
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).
The Mesh Validator has a NanitePolicy setting with three options:
-
MustEnable — meshes above
MinTriCountForNanitemust 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.
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.
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.
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.
Join the community on Discord — ask questions, report bugs, and follow updates. You can also reach the menu directly from the editor: Tools → Asset Standards Validator → Join Discord.
When reporting a bug, please include your UE version and a short description of what happened.
This page is generated from the in-editor documentation. Do not edit it here — edit Plugins/AssetStandardsValidator/Content/Docs/*.html and regenerate.