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Frequently Asked Questions

General

What is Elys License Manager?

Elys License Manager is a plugin for Unreal Engine 5.6+ that helps you track where your assets come from (marketplace packs, custom content) and analyze asset dependencies. It provides tools for license compliance, dependency auditing, and safe content management.

Is it free?

Elys License Manager 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_AssetInsightsEditorSubsystem.

Does it affect packaged games?

No. Elys License Manager 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?

  1. Purchase from FAB Marketplace
  2. Install via Epic Games Launcher or FAB Desktop App
  3. Enable in Edit > Plugins
  4. Restart editor

See Getting Started for detailed instructions.

The plugin doesn't appear after enabling. What do I do?

Try these steps:

  1. Verify you're using UE 5.6 or later
  2. Restart the editor completely
  3. Regenerate Visual Studio project files
  4. Rebuild the project
  5. Check Output Log for errors

Can I use this in commercial projects?

Yes, subject to the FAB Marketplace license terms.


License Tracking

How does license tracking work?

You create "source" data assets that represent your asset packs (e.g., a FAB purchase). Then you assign assets to their source — by folder or individual selection. The plugin tracks which assets belong to which source.

What happens to license data when I migrate assets?

Each source stores its own asset mappings (distributed registry). When you migrate a source data asset to another project, all its mappings come with it. No central registry file needs to be maintained.

When you delete assets from your project, their license mappings become stale. "Purge Dead Links" removes these orphaned mappings. You can purge for a single source or all sources at once.


Dependency Scanning

Why does scanning take so long?

Dependency scanning queries the Asset Registry. Large projects with thousands of assets take longer. Scan specific folders instead of scanning the entire /Game directory.

What's the difference between inbound and outbound dependencies?

  • Outbound: What external assets does this folder use? (dependencies)
  • Inbound: What external assets reference this folder? (referencers)

Example: If a Blueprint in /Game/Gameplay uses a Material from /Game/MyPack:

  • Outbound from /Game/Gameplay: includes the Material
  • Inbound to /Game/MyPack: includes 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

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.


Troubleshooting

Plugin causes editor to crash

  1. Check you're using UE 5.6 or later
  2. Verify plugin is up to date
  3. Check for conflicts with other plugins
  4. Report the issue on GitHub

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.


Support

Where can I get help?

How do I report a bug?

  1. Go to GitHub Issues
  2. Create a new issue
  3. 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: