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Asset Dependency Chains: The Hidden Danger

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Large asset dependency chains cause long editor startup, huge cook memory and GC churn, and unexpected runtime retention; casts and default UPROPERTY links are frequent culprits. The team uses commandlet + Asset Registry scans to compute per-asset dependency sizes, a Blueprint node parser to locate casts and hard-package refs, and visualizers (Graphviz) plus a Dear ImGui UI that opens the exact asset and node; they implement soft class refs, gameplay tags and Asset Manager loads and report that the tools make fixes tractable.

AI-written summary · about

  1. 0:00Introduction
  2. 1:18What are asset dependency chains?
  3. 1:56Why is this a problem?
  4. 6:48Finding dependency chains
  5. 7:21What causes a hard reference?
  6. 8:44Prevention - Workflow
  7. 10:09Prevention - Tools
  8. 11:22Avoiding hard references in Blueprints
  9. 19:17The Asset Registry
  10. 21:36Generate Overall Report
  11. 23:09Delving Deeper
  12. 23:32Blueprint Audit
  13. 27:21Conclusions
  14. 28:05Interactive!
  15. 29:09The Asset Investigator UI
  16. 32:06Graphs and Other Queries
  17. 33:55Stage 5 Reference Trace
  18. 34:56What if it's not possible to fix everything?
  19. 38:00Final Thoughts
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