Skip to content
Terro Fergius edited this page Sep 2, 2026 · 9 revisions

Asset Standards Validator Free

Checks UE5 assets against rules for naming, folder placement, texture settings, Blueprint variables, mesh setup and stale redirectors. What fails is marked in the Content Browser: on the asset, on the folder that holds it, and as a filter in the normal filter menu.

Fixes run in bulk. Pick a rule, look through the list of assets and proposed names, apply. After a scan the result exports to an HTML report.

Rules follow Allar's UE5 Style Guide, and every one of them can be switched off or replaced.

Note: Everything you do in the editor is here, with no limits. Scan the whole project, fix as much as you want, export the HTML report.

The full version adds the parts that run without you: the command line for CI, JSON and CSV export, the source code so you can write your own validators in C++, and Linux and Mac builds. Side by side.

Get the full version on Fab →

Quick start

  1. Open the Tools menu and click Run Full Audit.
  2. Wait for the scan. The panel opens on its own with the results in it.
  3. Click Navigate → on a row to select that asset in the Content Browser.
  4. Click Fix on the row to apply the fix. Rows with no automatic fix have the button greyed out.

The panel also opens on its own, from Tools → Open Standards Validator or the Standards Validator button in the Level Editor toolbar. Its own scan button is Validate All.

Next: set your own prefixes and folders · turn on the rules that ship off · filters, batch fix and asset badges.

Quick access

  • Getting Started: Install it, run the first scan, read the result.
  • Validators Reference: Every rule ID, what it catches, whether it ships on, and the property that controls it.
  • Auto-fix Guide: Which rules can fix themselves, and what you still have to do by hand.
  • Configuration: The config asset, the global settings, and running more than one config at once.
  • Reports: Getting a scan out of the editor as an HTML report.
  • FAQ: Short answers, including how to switch a single rule off.

What it checks

Category Checks
Naming Convention Prefix, suffix, junk names, non-ASCII, case
Folder Structure Wrong location, path format, Developers/ folder
Texture Power of two, max size, sRGB, compression, LOD group
Blueprint Variable naming, bool prefix, tooltips, compile errors
Static Mesh Collision, LOD count, Nanite policy
Asset Health Stale redirectors

Every rule works here. Renames, folder moves and texture property corrections can be applied automatically, one at a time or a whole rule in one batch.

Community & support

Bugs, questions and feature ideas go to Discord.

Clone this wiki locally