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Jigwright

Asset lifecycle

6 tools for working with asset lifecycle.

Split by whether they change your project. Read-only tools are always safe to try.

Writing

  • Create Folder — Create a content folder under /Game/ so assets can be created in it.
  • Delete Assetdestructive — Permanently delete an asset. REFUSES by default if anything still references it, because deleting a referenced asset breaks whatever pointed at it and the damage does not surface until that other asset is loaded. This is NOT undoable - confirm with the user before calling it.
  • Duplicate Asset — Duplicate any asset to a new path under /Game/. Useful for making a safe copy before an experiment, or for migrating an engine asset into the project so it can be edited.
  • Open Leveldestructive — Open a level in the editor. REFUSES if anything is unsaved, because loading a map discards unsaved changes without asking. Save first, or pass discard_unsaved.
  • Rename Assetdestructive — Rename or move an asset, fixing up references automatically. Both source and destination must be under /Game/.
  • Save All — Save every unsaved /Game/ package, reporting each one individually. Blocked packages are listed with the reason rather than failing the whole operation.