A plugin that both validates and automatically applies settings for texture assets in Unreal Engine.
What can it do?
Throw errors when texture size, texture group and other properties do not
match customizable rules.
Automatically set default values for new textures upon import.
Set different validation rules for textures with different prefixes, or for
different folders within Unreal.
Throw errors when users import textures without setting the Data Source
Folder in their Editor Settings.
Throw errors when UPROPERTY() values are not set.
Run all rules and validate assets from command-line
Usage
Once installed, open Project Settings > BUI Validator.
Here you can set up validator groups, that consist of match conditions and
rules to be applied to those matches.
Settings
Match Conditions
For a rule to be triggered, all conditions of the match must pass.
Texture groups: Match textures with any of the texture groups.
Prefixes: Match textures with any of the asset name prefixes.
Suffixes: Match textures with any of the asset name suffixes.
Paths: Match textures in any of the asset directories.
Validator Rules
Each rule allows multiple values for a given setting. For example a texture
could be allowed to be within World or UI. To pass, the asset must match
any of the values.
Texture groups: Textures must have one of the specified Texture Groups.
Compression Settings: Textures must have one of the specified
Compression Settings.
Pixel Formats: Textures must have one of these Pixel Formats
Mip Gen Settings: Textures must have one of these Mip Gen Settings
Prefixes: Textures must have one of these prefixes.
Texture Size: Textures must pass these size requirements. Size
requirements are "Multiple of Four" or "Power of Two"
Paths: Textures must be within this path in Unreal.
Require Data Source Folder: Require that the Data Source Folder be set in
Editor Preferences, and that assets are imported from there. This is to aid reimporting between team members.
Auto-apply settings to new textures
Validator Groups have an Apply On Import option. When checked, any
newly-imported assets that match the group will have some rules automatically
applied to them.
Prefix, Texture Size and Path rules are not applied on import.
C++ UPROPERTY() Settings
The plugin also supports making UPROPERTY properties required.
cpp
// If this is not set, the BP will show an error on saveUPROPERTY( EditAnywhere, meta = ( BUIRequired = "true" ) )
TSubclassOf RequiredActor;
Running Validation
Whenever UTexture2D asset is saved, the rules in Project Settings are applied.
If the asset does not pass, an error is shown.
Command-line Validation
This is useful when validating assets as part of a build process.