Top$15 or less tagged Automation and sourcecode (22 results)
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Lay out every Blueprint graph in your UE5 project in one pass, reviewed as a before and after diagram.
Plugin Cleaner
$14.99
Turns off the engine plugins nothing references — rewrites your .uproject behind a timestamped backup you can restore.
Rewrites the UMG property bindings that call a Blueprint every frame - and names every one it refuses.
Re-import a CSV without destroying editor edits. Merges per cell, previews first, and can be undone.
Find the actor arrangements your levels repeat, and convert them all to Level Instances at once.
Rename a Niagara user parameter and Unreal silently creates an orphan nothing reads. This audits your call sites.
Prove a serialized-field rename actually migrated - before you delete [FormerlySerializedAs].
Proves which Movable actors can never move, then stops them invalidating your shadow cache.
Finds material parameters sharing one hidden ExpressionGUID, and safely re-mints them. UE 5.8.
Groups genuinely interchangeable StaticMesh assets and merges them in one batch. For Datasmith, Revit and CAD imports.
Reset or push Blueprint defaults across every placed actor, per property, with a preview first.
Rewrites the Asset Manager config that leaves GetPrimaryAssetIdList empty, then re-scans to prove the repair worked.
Reorder a collision channel and Unreal silently repoints your assets. This puts every one back.
Collapse duplicate UE5 base materials into one parameterised master. Every original becomes an instance.
Overlap Warden - Clears the Unreal Overlap Flags That Can Never Fire, Then Re-Scans to Prove It
$14.99
Proves which overlap flags Unreal can never fire, clears them, then re-scans to prove it worked.
Source Link
$14.99
Finds every asset whose source file moved or vanished, matches it back, writes the path. Previews first.
Export every Material Instance parameter override to one CSV, edit it in a spreadsheet, import it back.
Finds every hardcoded colour and font in your Widget Blueprints, shares them from one asset, and gates drift in CI.
Put per-actor material overrides back on the slot they were set on, after art redelivers the mesh.
Rename a UPROPERTY and Unreal silently drops the data. This generates the redirects that keep it.





















