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Workflows

Terro Fergius edited this page Jun 3, 2026 · 3 revisions

Workflows

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.

Level 1 — Zero config (Indie / Solo)

Install and forget. Works with no DataAsset and no triggers.

What you get

  • 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

Content Browser filter dropdown — Asset Standards Validator section, filter by severity

Content Browser filter dropdown — Violations by Rule submenu

How to use it

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

Validation Scope dialog — enabled checkers/validators and scope path

Panel Rule filter dropdown narrowing results to a single rule

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.

When to run a scan

  • 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

Good to know

  • 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

Level 2 — Configured (Mini-team, 2–10 people)

Set up shared rules, automatic scanning, and weekly audit reports.

What you get on top of Level 1

  • 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

Setup steps

  1. Create a DA_ASVConfig DataAsset (right-click in Content Browser → Miscellaneous → Data Asset → ASVCheckerConfig)
  2. Add the validators you need and configure their properties
  3. Add the ASVTrigger_OnSave trigger — the plugin will scan each asset when it is saved
  4. Register the asset in Project Settings → Plugins → Asset Standards Validator → Default Config
  5. Commit the DataAsset to source control so everyone on the team shares it

Recommended triggers for a small team

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

Custom class rules

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.

Generating audit reports

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.


Level 3 — Pipeline (Studio)

Full enforcement: CI checks, pre-submit gates, custom validators for studio-specific rules.

What you get on top of Level 2

  • 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++ or Blueprint — 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

CI commandlet

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.

Multiple config assets

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.

Custom validators (full version)

Write validators in C++ or Blueprint that implement studio-specific rules — for example, enforcing material parameter naming, checking particle budget limits, or flagging assets without source file references. Custom validators appear in the panel alongside built-in ones and support auto-fix. See the Extension SDK documentation for the API reference.

Recommended triggers at studio scale

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.

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