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Releases: Fergius-Engineering/AssetStandardsValidatorFree

v0.5.0

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@gls-fergius gls-fergius released this 02 Sep 10:52

Asset Standards Validator 0.5.0, the demo is now the free version

No caps. The 200-asset scan limit and the five-fixes-per-session limit are gone, and so are the notices that came with them. Point it at a project of any size, fix a whole rule in one batch, send the HTML report to your lead.

The line between free and paid is one sentence now: what a person does in the editor is free, what runs without a person is the full version.

Free

  • Every validator, every rule, every trigger
  • Scanning and auto-fix with no limits
  • Content Browser badges and filters
  • HTML report
  • In-editor documentation

Full version

  • Command line runner for CI, with exit codes to gate a build on
  • JSON and CSV export for dashboards and run-to-run diffs
  • Source code, and your own validators in C++
  • Windows, Linux and Mac

Also in this release

  • The free build says what the full version does when you reach for a paid feature, instead of only refusing.
  • Fixed: the ASV.Export console command bypassed the export format check, so JSON export was reachable in the old demo build. The check now sits inside the exporter, below every caller.
  • New Free and Full page in the in-editor docs.

Windows, UE 5.0 through 5.8. Install: unzip into Engine/Plugins/Marketplace/, enable in Edit → Plugins, restart.

v0.4.2

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@gls-fergius gls-fergius released this 24 Aug 20:36

Asset Standards Validator 0.4.2, demo build for UE 5.0 to 5.8.

New in this build:

  • UE 5.8 is supported. Nine engine versions now.
  • The documentation was rewritten, in the README, in the wiki and inside the editor, then checked line by line against the source. That turned up a fair amount that was simply wrong: menu and button names that do not exist, how many triggers the first-run config enables, which texture suffixes the validator recognises, a batch-fix cap in the demo that was never in the code, and a note saying CI does not fail without -severity when it does.
  • A validator set to Run Only On Own Triggers runs on audits and on right-click validation, and stays out of the config's scheduled triggers. If nothing is set to trigger it, it now says so.
  • Every trigger works in the demo, OnStartup included.

Fixed:

  • Badge clearing follows the assets a run actually touched, so project-scope rules stop leaving stale badges behind.
  • Validators that did not run in a pass keep their cached flags instead of being wiped by the ones that did.
  • A run started by a validator's own trigger reads that validator's open-log and open-panel flags first, then the global settings.

Demo limits:

  • 200 assets per scan. Validate Now on a single asset is not capped.
  • 5 auto-fixes per editor session. A batch run spends one of them whatever its size.
  • Report export is HTML only. JSON and CSV are in the full version.
  • CI commandlet runs, on the same 200-asset cap. Exit codes are identical.
  • Windows only. The full version builds for Linux and Mac from source.
  • No source code, so no custom C++ validators.

Install: extract into Engine/Plugins/Marketplace/, not your project's Plugins/ folder. If an older demo is installed, remove it first, both versions share a module name and will conflict.

v0.4.1

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@gls-fergius gls-fergius released this 07 Jun 23:03

Asset Standards Validator 0.4.1 — demo build for UE 5.0–5.7.

What's new in this demo:

  • Fresh Blueprint reflection on save — the Blueprint validator now sees newly added variables the moment you save, without reopening the asset.
  • Per-validator triggers — give a single validator its own trigger so it runs on its own schedule, separate from the shared config triggers.
  • Triggers re-sync on every config save — no editor restart needed to pick up trigger changes.

Fixed:

  • The per-asset issue cache is now scoped per checker, fixing cross-config result clobber when triggers fire.
  • Brighter, more readable rule-tag text in tooltips.

The full version also gains in 0.4.1: level and world validation (flag bad actors in a level and jump straight to them), a leaner C++ custom-validator SDK, and project-scope rules that match your classes without loading the assets.


Demo limits:

  • Windows only (full version: Windows + Linux + Mac)
  • 200 assets per scan; single-asset check is unlimited
  • Batch Fix: 5 uses per editor session
  • Report export: HTML only (JSON / CSV in full version)
  • CI commandlet: limited to 200 assets per run (exit codes same as full)
  • On Editor Startup trigger disabled
  • No source code included

Install: extract into Engine/Plugins/Marketplace/, not your project's Plugins/ folder. If the demo is already installed, remove it first — both versions share a module name and conflict.

v0.4.0

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@gls-fergius gls-fergius released this 27 May 02:21

First public demo release.

Validates and auto-fixes asset naming, folder structure, textures, Blueprints,
static meshes, and redirectors — directly inside the editor.

What's included:

  • 6 validators with 30+ individual rules
  • Auto-fix: renames, folder moves, texture property corrections
  • Batch Fix — fix an entire rule category at once
  • Validation panel with search, filters, and severity levels
  • HTML audit report with health score
  • In-editor docs (searchable, offline)
  • 300+ automated tests

Demo limits:

  • Windows only (full version: Windows + Linux + Mac)
  • 200 assets per scan; single-asset check is unlimited
  • Batch Fix: 5 uses per editor session
  • Report export: HTML only (JSON / CSV in full version)
  • CI commandlet: limited to 200 assets per run (exit codes same as full)
  • On Editor Startup trigger disabled
  • No source code included