A comprehensive asset management plugin for Unreal Engine 5.6 that enforces naming conventions, applies validation rules, and provides asset status directly in the Content Browser. Designed for Escape Studios Projects.
Escape Asset Helper combines three integrated systems to help teams maintain consistent, high-quality asset pipelines:
- Asset Naming - Validates and enforces naming conventions following the
Prefix_BaseAssetName_Variant_Suffixformat. - Asset Validator - A rules system using queries and actions to validate and edit asset properties.
- Asset Status Overlay - Visual status indicators showing validation state at a glance.
- An import dialogue for guided asset naming.
- Configurable naming conventions per asset class to clearly and automatically separate assets by name.
- Suffix aliases for automatic normalization (e.g.,
_Albedo→_D) - Optional PascalCase naming enforcement.
- Rules-based validator with Blueprint and C++ extensible queries and action behaviour.
- Customisable validation status overlay on assets in the content browser.
- Context menu actions for validation and auto-fix.
- Ignore per-asset or directory from needing to be enforced.
- Supports Source control validation and changelist warning or blocking for incorrect assets.
For detailed documentation on configuration, usage, and troubleshooting, see the Wiki or DOCUMENTATION.md.
- Unreal Engine 5.6.1
- Editor Scripting Utilities plugin (Dependency auto-enabled)
- Go to the latest release or the sidepanel and download the EscapeAssetHelperV[Release].zip, and extract.
- Copy the
EscapeAssetHelperfolder to your project'sPluginsdirectory. You may need to make the folder!
- Open the Unreal Editor Project. It may say it needs to build the plugin. Do not worry! Click Yes. It should open up and easily verify by checking if any asset has a symbol
- Remember to submit to Perforce by going into P4V → Workspace → Project Location and clicking on Plugins, then Add to include in your next submit!
- The defaults should suffice, but if not, Open Edit → Project Settings → Plugins → Escape Asset Helper to configure. Remember to read the Documentation.
Escape Studios' AI policy requires a mandatory disclaimer of its use: 'I acknowledge my use of Anthropics's Claude Opus 4.5, https://claude.ai/, that was used for development of this plugin in analysing, planning, coding and testing.'
Smart quick add
- Adding a context menu button that harvests, prefix and suffix information, and adds it to the config.
Release v1.3
- Added "Allow Extended Base Names" setting - validates underscore-separated names like
BP_Event_Creature_MirrorScarewhere each segment is PascalCase. - Added case-only rename warning - shows a toast notification when auto-fix performs a capitalisation-only rename with source control enabled.
- Fixed overlay not updating when settings change - toggling settings now refreshes Content Browser thumbnails immediately.
- Blueprint-only project compatibility - release builds now include
Installed: truefor projects without a C++ compiler.
Release v1.2
- Replaced unused
UFactory*parameter. - Query/Actions now have a new
UAssetValidatorSubsystem*variable. - Added
GetEditorSubsystemByClass()function to allow Blueprint actions to access any Editor Subsystem without triggering the "Editor Utilities only" warning.
Release v1.1
- Updated Documentation Links.
- Fixed a bug where Rules and Queries were not correctly children of UEditorUtilityObject, causing them to not compile.
- Included Binary and Intermediate to prevent the editor from requesting a build for every user who opened the project. This means a bigger file size but less user hassle.
Release v1.0 - Initial Release
- Asset naming convention validation system
- Rules-based asset validator with queries and actions
- Content Browser validation overlay
- Source control pre-submit check
- Context menu integration
Author: James Marland Email: james.marland010@escapestudios.ac.uk Website: https://www.jamesmarland.co.uk
- UnrealImporterRules-CPP by Ryan-DowlingSoka - The asset validator, despite being modified, is a direct descendant of Ryan's, and his breakdown was incredibly useful in development.
- Asset Status Overlay by IANistor - Without IANistor Asset Status Overlay, I would have never been able to figure out how to extend the content browser UI to add a status system.
- Allar UE5 Style Guide by Allar - This was the basis for all naming conventions as recommended by Escape.