Asset Management
Asset lifecycle verbs: rename-asset, duplicate-asset, delete-asset, dependencies, referencers.
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Verbs for renaming, duplicating, deleting, and querying asset dependencies.
rename-asset#
Rename or move an asset within the content browser. Can rename, move, or both in a single operation. Fixups update all hard references automatically.
Category: Asset Management (write)
Args:
| Arg | Required | Description |
|---|---|---|
-asset= |
Yes | Source asset path (e.g., /Game/Blueprints/BP_OldName) |
-newname= |
No | New asset name (required if -newpath not given) |
-newpath= |
No | New folder path (required if -newname not given) |
You can provide both -newname and -newpath to rename and move simultaneously.
At least one of -newname or -newpath must be provided.
Examples:
# Rename an asset in place
-verb=rename-asset -asset=/Game/Blueprints/BP_OldName -newname=BP_NewName
# Move an asset to a different folder (keep the same name)
-verb=rename-asset -asset=/Game/Blueprints/BP_Player -newpath=/Game/Blueprints/Characters
# Rename and move simultaneously
-verb=rename-asset -asset=/Game/Blueprints/BP_OldName -newname=BP_NewName -newpath=/Game/Blueprints/Characters
Output:
{
"success": true,
"data": {
"oldPath": "/Game/Blueprints/BP_OldName",
"newPath": "/Game/Blueprints/Characters/BP_NewName"
}
}
duplicate-asset#
Duplicate an asset. Idempotent: succeeds if the destination asset already exists with the same source.
Category: Asset Management (write)
Args:
| Arg | Required | Description |
|---|---|---|
-asset= |
Yes | Source asset path to duplicate |
-newname= |
Yes | Name for the duplicate |
-newpath= |
No | Destination folder (defaults to same folder as source) |
Examples:
# Duplicate in the same folder
-verb=duplicate-asset -asset=/Game/Blueprints/BP_Player -newname=BP_Player_Copy
# Duplicate into a different folder
-verb=duplicate-asset -asset=/Game/Blueprints/BP_Player -newname=BP_Player_Backup -newpath=/Game/Backups
# Duplicate a DataAsset
-verb=duplicate-asset -asset=/Game/Data/DA_WeaponRifle -newname=DA_WeaponShotgun -newpath=/Game/Data
Output:
{
"success": true,
"data": {
"sourcePath": "/Game/Blueprints/BP_Player",
"newPath": "/Game/Blueprints/BP_Player_Copy"
}
}
delete-asset#
Delete an asset. Without -force, the verb checks for incoming references and
blocks deletion if any exist. With -force, deletes regardless of referencers.
Idempotent: succeeds if the asset does not exist.
Category: Asset Management (write)
Args:
| Arg | Required | Description |
|---|---|---|
-asset= |
Yes | Asset path to delete |
-force |
No | Flag (presence-only): skip referencer check and delete unconditionally |
Examples:
# Safe delete (checks for references first)
-verb=delete-asset -asset=/Game/Blueprints/BP_Unused
# Force delete (skip referencer check)
-verb=delete-asset -asset=/Game/Blueprints/BP_Deprecated -force
Output (success):
{
"success": true,
"data": {
"deletedPath": "/Game/Blueprints/BP_Unused"
}
}
Output (blocked by references):
{
"success": false,
"error": "Asset has incoming references. Use -force to delete anyway.",
"errorCode": "DELETE_BLOCKED",
"details": {
"reason": "HAS_REFERENCERS",
"referencers": [
"/Game/Maps/MainLevel",
"/Game/Blueprints/BP_GameMode"
]
}
}
dependencies#
List assets that this asset depends on. Read-only query against the Asset Registry dependency graph.
Category: Asset Management (read)
Args:
| Arg | Required | Description |
|---|---|---|
-asset= |
Yes | Asset path to query |
-type= |
No | Filter: hard, soft, or all (default: all) |
Examples:
# List all dependencies
-verb=dependencies -asset=/Game/Blueprints/BP_Player
# List only hard dependencies
-verb=dependencies -asset=/Game/Blueprints/BP_Player -type=hard
# List only soft dependencies
-verb=dependencies -asset=/Game/Data/DA_WeaponRifle -type=soft
Output:
{
"success": true,
"data": {
"asset": "/Game/Blueprints/BP_Player",
"type": "all",
"count": 5,
"dependencies": [
{ "path": "/Game/Meshes/SK_PlayerMesh", "type": "hard" },
{ "path": "/Game/Animations/ABP_Player", "type": "hard" },
{ "path": "/Game/Materials/MI_PlayerSkin", "type": "hard" },
{ "path": "/Game/Data/DA_DefaultLoadout", "type": "soft" },
{ "path": "/Game/Effects/NS_SpawnVFX", "type": "soft" }
]
}
}
referencers#
List assets that reference this asset. Read-only query against the Asset Registry dependency graph. Useful for checking whether an asset is safe to delete or rename.
Category: Asset Management (read)
Args:
| Arg | Required | Description |
|---|---|---|
-asset= |
Yes | Asset path to query |
-type= |
No | Filter: hard, soft, or all (default: all) |
Examples:
# List all referencers
-verb=referencers -asset=/Game/Blueprints/BP_Player
# Check hard references before deleting
-verb=referencers -asset=/Game/Blueprints/BP_Deprecated -type=hard
# Check who soft-references a data asset
-verb=referencers -asset=/Game/Data/DA_WeaponRifle -type=soft
Output:
{
"success": true,
"data": {
"asset": "/Game/Blueprints/BP_Player",
"type": "all",
"count": 3,
"referencers": [
{ "path": "/Game/Maps/MainLevel", "type": "hard" },
{ "path": "/Game/Blueprints/BP_GameMode", "type": "hard" },
{ "path": "/Game/UI/WBP_PlayerHUD", "type": "soft" }
]
}
}
Notes:
- Combine
referencerswithdelete-assetto safely remove assets: query referencers first, then delete only when the count is zero. - The
delete-assetverb without-forceperforms this check automatically.