Toptagged AI Generated, sourcecode and Unreal Engine (22 results)
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Plugin Cleaner
$14.99
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.
The free tool that takes you from empty PC to source-built editor — no build engineer required.
Rename a Niagara user parameter and Unreal silently creates an orphan nothing reads. This audits your call sites.
Niagara Bounds Solver
$19.99
Simulates every Niagara system, takes the union of its bounds over the whole lifetime, and writes FixedBounds in batch.
Proves which Movable actors can never move, then stops them invalidating your shadow cache.
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.
Groups genuinely interchangeable StaticMesh assets and merges them in one batch. For Datasmith, Revit and CAD imports.
One corrupt package makes UE emit 1,000+ errors. Exactly one is true. This finds it, proves the rest false, fixes it.
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.
Re-import a CSV without destroying editor edits. Merges per cell, previews first, and can be undone.
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.
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.
Source Link
$14.99
Finds every asset whose source file moved or vanished, matches it back, writes the path. Previews first.
Find the actor arrangements your levels repeat, and convert them all to Level Instances at once.
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.





















