Frequently Asked Questions
General
What is Elys Asset Tools?
Elys Asset Tools is a comprehensive asset management plugin for Unreal Engine 5.6+. It provides tools for analyzing dependencies, safely moving and deleting assets, and managing folder structures.
Is it free?
Elys Asset Tools is available on the FAB Marketplace. Check the marketplace for current pricing.
What Unreal Engine versions are supported?
Currently supports Unreal Engine 5.6 and later. Earlier versions are not supported.
Does it work with Blueprints?
Yes! All features are fully accessible from Blueprints via the UERP_AssetToolsEditorSubsystem.
Does it affect packaged games?
No. Elys Asset Tools is an editor-only plugin. It has zero runtime overhead and doesn't affect packaged games in any way.
Installation & Setup
How do I install the plugin?
- Purchase from FAB Marketplace
- Install via Epic Games Launcher or FAB Desktop App
- Enable in Edit → Plugins
- Restart editor
See Getting Started for detailed instructions.
The plugin doesn't appear after enabling. What do I do?
Try these steps:
- Verify you're using UE 5.6 or later
- Restart the editor completely
- Regenerate Visual Studio project files
- Rebuild the project
- Check Output Log for errors
Can I use this in commercial projects?
Yes, subject to the FAB Marketplace license terms.
Features
Can I undo move operations?
Yes, Unreal Engine's standard Undo (Ctrl+Z) works for move operations. However, for very large moves, the undo history may be limited.
What happens if the editor crashes during a move?
The move operation automatically saves its state after each batch. When you restart the editor, you'll be prompted to resume the operation.
Can I move assets between projects?
Elys Asset Tools is designed for moving assets within a single project. For moving between projects, use Unreal Engine's built-in Migrate feature (Right-click asset → Asset Actions → Migrate).
Does it work with version control (Git, Perforce)?
Yes. Asset moves and deletions are standard Unreal Engine operations and work normally with version control. Make sure to commit your changes after large operations.
Can I move C++ assets?
No. Elys Asset Tools works with content assets (.uasset files) only. Moving C++ classes requires manual file moves and code refactoring.
Move Operations
How long do large moves take?
Performance depends on project size and asset count. Typical rates:
- Small projects (< 100 assets): 10-30 seconds
- Medium projects (100-500 assets): 1-5 minutes
- Large projects (500-2000 assets): 5-20 minutes
- Very large (2000+ assets): 20+ minutes
Can I continue working during a move?
Yes! The move operation runs in batches and keeps the editor responsive. You can continue working, though it's recommended to avoid editing the assets being moved.
Why does the move seem slow?
Moves are intentionally batched to:
- Keep editor responsive
- Enable crash recovery
- Reduce memory pressure
- Allow progress tracking
You can adjust batch size in the plugin settings if needed.
Can I cancel a move operation?
Yes. Close the move dialog or press Cancel. If a move is in progress, it will complete the current batch before canceling.
Dependency Scanning
Why does scanning take so long?
Dependency scanning uses the Asset Registry (fast) and Editor Asset Library (slower). Large projects with thousands of assets may take longer.
Optimization tips:
- Scan specific folders instead of /Game/ root
- Close unnecessary editors
- Restart editor to refresh Asset Registry
What's the difference between Dependencies and Referencers?
- Dependencies: What this asset uses (outbound references)
- Referencers: What uses this asset (inbound references)
Example: If a Blueprint uses a Material:
- Blueprint's dependencies include the Material
- Material's referencers include the Blueprint
Can I export dependency reports?
Currently, dependency results are shown in the UI. Exporting to CSV/JSON is planned for a future update.
Safe Deletion
Why can't I delete a folder that appears empty?
The folder may have:
- External references you're not aware of
- Soft references that don't show in the Content Browser
- Redirectors pointing to it
- C++ code references
Use the Dependency Scanner to see what's referencing it.
I deleted something by accident. Can I recover it?
Use Unreal Engine's Undo (Ctrl+Z) immediately after deletion. If you've already done other operations, check your version control system.
What's a "redirector" and why do I need to clean them?
Redirectors are created when assets are moved or renamed. They ensure old references still work by pointing to the new location. Over time, they accumulate and should be cleaned up to keep your project tidy.
Troubleshooting
Move operation is stuck
If a move appears frozen:
- Check Output Log for errors
- Close and restart editor (will trigger crash recovery)
- Resume or cancel the operation
References are broken after moving
This is rare, but if it happens:
- Use Tools → Fix Up Redirectors in Folder
- Right-click the new location → Fix Up Redirectors
- Restart editor to refresh Asset Registry
- If still broken, use Undo or restore from version control
"Operation failed" error
Common causes:
- Assets are locked by another process
- Insufficient permissions
- Destination folder doesn't exist
- Source folder is empty
Check the Output Log for specific error messages.
Plugin causes editor to crash
- Check you're using UE 5.6 or later
- Verify plugin is up to date
- Check for conflicts with other plugins
- Report the issue on GitHub
Performance
Does this slow down my editor?
No. The plugin is inactive until you use it. It doesn't add any overhead to normal editor operations.
Can I use this on large projects (10,000+ assets)?
Yes. The plugin is designed to handle large projects. Operations are batched and optimized for performance.
How much memory does it use?
Memory usage is minimal. Move operations use batching to avoid loading all assets into memory at once.
Support
Where can I get help?
- Discord: Join our community
- GitHub: Report issues
- Documentation: You're reading it!
How do I report a bug?
- Go to GitHub Issues
- Create a new issue
- Include:
- UE version
- Plugin version
- Steps to reproduce
- Output Log errors
- Screenshots if applicable
How do I request a feature?
Feature requests are welcome! Post them on:
Is there a roadmap?
Yes! Check the GitHub Project Board for planned features and upcoming releases.
Still Have Questions?
- Discord: Ask in #support
- GitHub: Start a discussion
- Email: support@rogueparadigm.com