Productivity Tools

The productivity tools plugin is coming soon...

The tools

This plugin offers various and useful tools to manage Unreal Engine projects.

All the settings for this plugin can be found in the Project Settings under Plugins and Productivity Tools.

In a nutshell, the offered functionnalities are:

  • Consolidate: remove duplicates of assets in a project
  • Clean: remove unused assets from a project
  • Create Package: generate a folder with a predefined layout of subfolders
  • Organize Package: organize the assets of a folder into subfolders according to their type
  • Fix Naming: Automatically fix the name of the assets according to their type (for instance, prefixing textures with T_, materials with M_, etc.)
  • Auto-organize blueprints: automatically arrange the nodes and the wires of a blueprint
  • Optimize Texture Size: automatically adjust the LOD bias of the textures of a projet, according to the size of the meshes referencing these textures

Note: most of the functionnalities are safe to use, however, due to the complexity of some tasks (organizing blueprints, computing the LOD bias for textures, etc.), the user should ensure to have a copy of the project before applying some operators over the whole project: keep in mind that an automatic process won't give you the accuracy of a manual process, but will greatly assist you.

Consolidate

This feature allows to merge similar assets in the project into one.

Consolidate a single asset

The Consolidate button appears upon right-clicking a single asset in the content browser, under the ProductivityTools submenu.

Once the Consolidate button is clicked, a pop-up will show up with a list of assets similar to the one selected. They are ordered from the most resembling to the least resembling. You can then check all the assets you want to replace by the one you selected before and hit Consolidate Assets to perform the consolidation. All references to the checked assets will then be replaced and the checked assets will be deleted.

Consolidate all project assets

The Consolidate All button appears upon right-clicking any asset or folder in the content browser, under the ProductivityTools submenu.

Clicking this button will display pop-ups for any asset with found similar assets in the project to supposedly perform a consolidation on. You can then proceed to confirm any consolidation you want to perform by checking the assets to replace and confirming by pressing Consolidate Assets.

Settings

  • Duplicate Threshold Consolidate

How much an asset should be resembling to another in order to be checked by default in the Consolidate pop-up.

  • Duplicate Threshold Consolidate All

How much an asset should be resembling to another for a pop-up to be displayed when consolidating all assets.

  • Enable File Name Criteria

If checked, similarity between two assets will be evaluated using the resemblance between their names.

  • File Name Criteria Weight

How much importance the resemblance between asset names is compared to other criterias.

  • Enable File Size Criteria

If checked, similarity between two assets will be evaluated using the resemblance between their file sizes.

  • File Name Criteria Weight

How much importance the resemblance between asset file names is compared to other criterias.

  • Enable Text File Criteria

If checked, similarity between two assets will be evaluated using the resemblance between their generated text files.

  • File Name Criteria Weight

How much importance the resemblance between asset text files is compared to other criterias.

Clean Project

This feature allows to delete unused assets in the project.

The Clean button appears upon right-clicking any asset or folder in the content browser, under the ProductivityTools submenu.

Clicking this button will display a new window showing all unused assets in the project. To confirm the deletion of these assets, click the Delete button.

Assets considered as unused are assets without any other assets referencing them by default.

Settings

  • Asset Type to Clean:
    • Not Referenced: assets without any other assets referencing them will be cleaned.
    • Orphans: assets not referencing any other assets and not being referenced by other assets will be deleted.

Create Package

This feature allows to create a folder containing a range of specified folders in the content browser.

The Create Package button appears upon right-clicking any folder in the content browser, under the ProductivityTools submenu.

Clicking this button will create a new folder in the selected folder containing a defined set of sub-folders.

Settings

  • Package Name

The name the newly created folder will take.

  • Sub Folders to Create

The list of sub-folders to create inside the package.

Organize Package

This feature allows to split assets into different folders according to their type.

The Organize Package button appears upon right-clicking any asset or folder in the content browser, under the ProductivityTools submenu.

Clicking this button will split selected assets into folders named by their type. Assets already into a folder of their type won't be split into another one.

Fix Naming

This feature allows to add prefixes to asset names according to their type.

The Fix Naming button appears upon right-clicking any asset or folder in the content browser, under the ProductivityTools submenu.

Clicking this button will correct the name of all selected assets in order to include a defined prefix.

Settings

  • Existing Prefix Mode:
    • Replace: If an existing prefix is found in an asset name, the chosen prefix will replace it.
    • Add before: If an existing prefix is found in an asset name, the chosen prefix will be added before the existing one.
    • Leave unchanged: If an existing prefix is found in an asset name, the asset name is left as it is.
  • Prefixes

The list of prefixes to choose for the assets according to their types. If an asset of the specified class name is found, the corresponding prefix will be chosen.

  • Prefixes Group

The list of prefixes group to choose for the assets according to their types. If an asset class name contains the specified name in the list, the corresponding prefix will be chosen (These prefixes are used when no other has been found in the previous Prefixes list).


Organize Blueprint

This features allows to organize nodes in a blueprint graph.

The Organize button can be found in the toolbar of the blueprint editor. It appears when you choose to edit a blueprint.

Clicking this button will move nodes in the currently opened graph. It will try to straighten links between nodes, align nodes vertically and add reroute nodes on wires if needed.

Settings

  • Nodes Min Distance

The minimum distance between two nodes during the organization. If the horizontal distance between two nodes is less than the one specified here, the nodes will be moved away from each other.

Optimize Texture Size

This features allows to reduce the size of textures used in the project.

The Optimize Texture Size button appears upon right-clicking any texture or folder in the content browser, under the ProductivityTools submenu.

Clicking this button will adjust the LOD bias of selected textures according to the size of the static meshes that use them. The lower the size of the static meshes is, the higher the LOD bias for the corresponding textures will be.

Settings

  • LOD Bias Offset

The offset used when calculating the new LOD bias for textures. Increasing this value will reduce the added LOD bias.

  • Minimum in Game Resolution

The minimum resolution a texture should keep after the optimization. The LOD bias will never be increased so that the in-game texture resolution becomes lower than this value.

  • Reduce Size for Small Objects Only

If checked, this will prevent textures used by large static meshes to have their resolution decreased.

  • Maximum Size for Small Objects

The maximum size for a static mesh in order to be considered as a small object. If *Reduce Size for Small Objects Only* is checked, textures used by static meshes larger than this value won't be modified.

  • Allow Decrease LOD Bias

if checked, this will prevent the LOD bias to decrease when static meshes are too large for their corresponding textures.