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.