Topon sale tagged Automation and sourcecode (17 results)
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Primary Asset Doctor — Repairs the Asset Manager Config That Returns an Empty List (UE 5.8)
$10.49
-30%
Rewrites the Asset Manager config that leaves GetPrimaryAssetIdList empty, then re-scans to prove the repair worked.
Simulates every Niagara system, takes the union of its bounds over the whole lifetime, and writes FixedBounds in batch.
Prove a serialized-field rename actually migrated - before you delete [FormerlySerializedAs].
Shadow Thrash Fixer — Proves Which Movable Actors Never Move, Then Stops the Shadow Cache Thrash (UE 5.8)
$10.49
-30%
Proves which Movable actors can never move, then stops them invalidating your shadow cache.
Turns off the engine plugins nothing references — rewrites your .uproject behind a timestamped backup you can restore.
Lay out every Blueprint graph in your UE5 project in one pass, reviewed as a before and after diagram.
Rewrites the UMG property bindings that call a Blueprint every frame - and names every one it refuses.
Finds material parameters sharing one hidden ExpressionGUID, and safely re-mints them. UE 5.8.
Reorder a collision channel and Unreal silently repoints your assets. This puts every one back.
Material Sprawl Collapser - Collapses Duplicate Base Materials into One Parameterised Master (UE 5.8)
$10.49
-30%
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
$10.49
-30%
Proves which overlap flags Unreal can never fire, clears them, then re-scans to prove it worked.
Find the actor arrangements your levels repeat, and convert them all to Level Instances at once.
Put per-actor material overrides back on the slot they were set on, after art redelivers the mesh.
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.
Rename a UPROPERTY and Unreal silently drops the data. This generates the redirects that keep it.
Finds every hardcoded colour and font in your Widget Blueprints, shares them from one asset, and gates drift in CI.
















