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ASV works out of the box for a single developer and scales up to a full studio pipeline. This page describes three usage levels — pick the one that matches your team size and process maturity.
Install and forget. Works with no DataAsset and no triggers.
- Colored badges in the Content Browser on any asset with a violation
- Six validators active with sensible defaults: Naming, Folder, Texture, Blueprint, Mesh, Asset Health
- Auto-fix available on demand for renames, texture settings, and more


- Install the plugin — no configuration needed
- Open the panel: Tools → Asset Standards Validator → Open ASV Panel
- Click Run Full Audit — results appear immediately
- Click Fix on any row to apply an auto-fix


Note: At this level, no triggers are active. The plugin only runs when you click Run Full Audit — it does nothing automatically. Add triggers in a DataAsset config to change this.
- Before a commit — catch naming problems before they get into source control
- When importing new assets — check prefix and folder placement
- Before a milestone — run a full audit and fix what's easy
- Badges only appear after you run at least one scan
- Rename and move fixes create redirectors at the old path — safe for source control, but not undoable via Ctrl+Z
- Texture and Blueprint property fixes are undoable — Ctrl+Z rolls back the entire batch
Set up shared rules, automatic scanning, and weekly audit reports.
- Shared config asset checked into source control — everyone uses the same rules
- Automatic scan on save — catches problems immediately as assets are created or changed
- Focused rules per asset type — disable checks not relevant to your project
- Audit reports (CSV / JSON / HTML) for leads and QA
- Create a
DA_ASVConfigDataAsset (right-click in Content Browser → Miscellaneous → Data Asset → ASVCheckerConfig) - Add the validators you need and configure their properties
- Add the
ASVTrigger_OnSavetrigger — the plugin will scan each asset when it is saved - Register the asset in Project Settings → Plugins → Asset Standards Validator → Default Config
- Commit the DataAsset to source control so everyone on the team shares it
| Trigger | When to use it |
|---|---|
ASVTrigger_OnSave |
Immediate feedback — flags a violation right when the asset is saved |
ASVTrigger_OnAssetCreated |
Catches bad names before the creator moves on |
ASVTrigger_Manual |
Keep for on-demand full audits from the panel |
If your project has custom asset types, add ClassRules to the Naming and Folder validators to define the correct prefix and target folder for each class. See Custom class rules for setup.
Run a full scan and export the results from the panel toolbar. Use HTML for sharing with non-technical leads, CSV for spreadsheets, and JSON for tooling integration. See Reports for the full reference.
Full enforcement: CI checks, pre-submit gates, custom validators for studio-specific rules.
- CI integration via commandlet — asset validation as part of the build pipeline
- Pre-commit / pre-submit hooks — stop bad assets at the source control boundary
- Custom validators in C++ — enforce studio-specific conventions that built-in rules can't express
- Multiple configs — different rule sets for different teams (art vs. gameplay vs. audio)
- All validators enabled and tuned for production: max texture size, strict naming, LOD requirements
Run ASV from the command line using -run=ASVCommandlet. Use -severity=P1 to fail the build when P1+ violations are found:
UnrealEditor-Cmd.exe YourProject.uproject -run=ASVCommandlet -severity=P1 -format=html -output=C:/Reports
See Commandlet arguments for all flags.
Create separate ASVCheckerConfig DataAssets for different content areas. For example:
-
DA_ASVConfig_Art— Texture, Mesh, Naming rules for the art team -
DA_ASVConfig_Blueprints— Blueprint rules for the gameplay team -
DA_ASVConfig_Audio— Naming + Folder rules for audio assets only, with audio-specific path filters
Use AssetPathFilters and AssetClassFilters in each config to limit which assets it covers. All enabled configs are discovered automatically — no registration needed.
Write validators in C++ that implement studio-specific rules — for example, enforcing material parameter naming, checking particle budget limits, or flagging assets without source file references. They appear in the panel alongside built-in ones and support auto-fix. Validators are written in C++ only — Blueprint authoring is not supported. See the Extension SDK documentation for the API reference.
| Trigger | Why |
|---|---|
ASVTrigger_OnSave |
Inline feedback for everyone |
ASVTrigger_OnAssetCreated |
Block bad names at creation time |
ASVTrigger_OnAssetRenamed |
Validate after any rename |
ASVTrigger_OnPIE |
Gate Play In Editor on asset health — prevents testing broken assets |
ASVTrigger_Manual |
Full project audits from the panel |
Note: Pre-commit / pre-submit hooks (Git and Perforce) are on the roadmap and not available yet. Until then, use the CI commandlet as the enforcement gate.
This page is generated from the in-editor documentation. Do not edit it here — edit Plugins/AssetStandardsValidator/Content/Docs/*.html and regenerate.