Asset Dependency Chains: The Hidden Danger
summary
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
chapters (19)
- 0:00Introduction
- 1:18What are asset dependency chains?
- 1:56Why is this a problem?
- 6:48Finding dependency chains
- 7:21What causes a hard reference?
- 8:44Prevention - Workflow
- 10:09Prevention - Tools
- 11:22Avoiding hard references in Blueprints
- 19:17The Asset Registry
- 21:36Generate Overall Report
- 23:09Delving Deeper
- 23:32Blueprint Audit
- 27:21Conclusions
- 28:05Interactive!
- 29:09The Asset Investigator UI
- 32:06Graphs and Other Queries
- 33:55Stage 5 Reference Trace
- 34:56What if it's not possible to fix everything?
- 38:00Final Thoughts
related talks
01h 01mWhy managing C++ dependencies is hard
01h 04mAsset Pipeline Customizations
24mManaging Dependencies with Confidence
28mI've Fallen Into a Large Codebase and I Can't Get Up!
49mUsing Unity Editor APIs
53mTools and practices to help you deal with legacy code
35mKnowing Your TCO (Total Cost of Ownership)
42mSponsored Session: Dependencies: Do's and Don'ts
