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Assets and content

Project & assets
40 operationsasset

Find, import, rename, move and delete content, and get an accurate picture of what your project contains.

What it’s for

This is where your assistant works with the content in your project, the way you would in the Content Browser. It can find what exists, import files from disk, tell you what an asset depends on, rename or move assets safely, and delete them. If a task starts with “find the asset that…” or “add this file to the project”, it starts here.

It is also how your assistant sees what is really inside an asset. It can save an asset or a whole folder as readable text, so it works from what is there and does not guess. You can read and compare the same files. See Asset dumps.

A rename or move leaves a redirector at the old path so existing references keep working. Ask your assistant to fix up redirectors afterward to clean them up. Before a delete it closes any open editors for those assets, then tells you which deletes worked.

Detailed editing of a specific asset type has its own area, such as Materials, Niagara VFX or Chooser tables.

Things you can ask

Find every widget under a folder

Your assistant narrows the project down to the kind of asset you asked about.

exampleasset
You: List all the Widget Blueprints under /Game/UI.

Found 12 Widget Blueprints under /Game/UI, including WBP_HUD and WBP_PauseMenu.

Import a mesh from disk

The file comes into the folder you name as a project asset.

exampleasset
You: Import C:/Art/prop_crate.fbx into /Game/Props.

Imported prop_crate into /Game/Props.

Rename an asset and clean up references

Your assistant renames the asset, then updates the assets that pointed at the old name.

exampleasset
You: Rename /Game/Props/SM_Old to SM_Crate and fix up the references.

Renamed SM_Old to SM_Crate, re-saved 3 assets that referenced it and removed the old redirector.