v0.4.2
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
-severitywhen 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.