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ContentAuditCommandlet
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UE3 Home > Commandlets > Content Audit Commandlet
UE3 Home > Performance, Profiling, and Optimization > Content Profiling and Optimization > Content Audit Commandlet

Content Audit Commandlet


Purpose One Liner


Finds "questionable" content that should be looked at and probably fixed.

Detailed Motivation


In optimizing our content to get the biggest bang for the cost, we have come up with a number of "rules" that content should follow/adhere to. The ContentAudit Commandlet will look at the content for an entire game and then report (via tags) which content is questionable/has broken the rules.

Operation


To run this commandlet, from a command prompt window, navigate to the UnrealEngine3\Binaries directory.

Syntax

The syntax is as follows:

[GameName].exe ContentAuditCommandlet

How to use / turn on


Running GAMENAME ContentAuditCommandlet each night is probably the best method for making certain that the tags are up to date.

The content that is not following the "rules" is exposed in the ContentBrowser via tags.

For each "rule", we have a tag that represents that "rule". Each tag also has a _whitelist tag. The idea is that some "questionable" content is actually valid.

ContentAuditCommandlet will also output a list of all of the Audit tags and their count. This allows for trending via your production staff. The goal is to have a ZERO count in each section.

Further notes: Over time the _whitelist will probably gain more and more "entries". So you will want to do an "audit" of each _whitelist to make certain that things in there are actually should be. If you find your _whitelist with a huge amount of entries then you will probably want to look at why so many assets are tagged that way (perhaps a better "rule" needs to exist to remove the always whitelisted objects)

Detailed Example(s)


Example: G8 textures are really expensive in terms of memory. G8 textures can usually be replaced by DXT1 with no loss of quality.

Example: A texture is a G8 and is using a bunch of memory, but it actually needs to be a G8. So we will "whitelist" that asset by tagging it with Texture_G8_Whitelist. Basically, that means someone has looked at that texture and deemed it valid.

Here are some of the things that that ContentAuditCommandlet checks for:

  • Texture_NormalmapNonDXT1CompressionNoAlphaIsTrue
  • Texture_LODBiasIsNegative
  • Texture_NeverStream
  • Texture_G8

  • Material_MissingPhysicalMaterial

  • PhysAsset_MissingPhysicalMaterial

  • Particle_BadFixedRelativeBoundingBox
  • Particle_MissingFixedRelativeBoundingBox

  • SoundCue_DiconnectedSoundNodes
  • SoundCue_MoreThan3Waves
  • SoundCue_HasMixerWithMoreThan2Children
  • SoundCue_NoSoundClass
  • SoundCue_IncorrectAmbientSoundClass

  • SoundWave_QualityHigherThan40

  • StaticMesh_WithMissingUVSets
  • StaticMesh_WithBadUVSets
  • StaticMesh_EmptySections