I built an Unreal Editor tool to catch project structure problems before they become cleanup work
▲ 1 r/fabmarket+2 crossposts

I built an Unreal Editor tool to catch project structure problems before they become cleanup work

I’ve been working on Project Structure Guard, an Unreal Editor plugin for enforcing naming and folder conventions across a project.

The main reason I built it was pretty simple: naming and folder rules are easy to agree on at the start of a project, but much harder to keep consistent once the project grows and more content gets added.

For v1.2 I focused less on adding more rules and more on making the workflow around them safer and easier to use.

Some of the things I added:

• Baseline Tracking, so existing violations can be accepted and you can focus on newly introduced issues

• Protected Paths, so important folders can still be validated without allowing automatic structural changes

• Search and a more detailed result inspector for larger validation sets

• Bulk Preview 2.0 with Ready / Blocked / Skipped / Conflict states before rename or move operations

• Rule ordering, search/filtering and read-only rule testing

• Content Browser validation actions

• Quarantine + Restore for unused assets instead of immediately deleting them

• A -failonnew option for CI/CD, so existing accepted issues don’t have to fail the pipeline

I also tried to make destructive actions deliberately conservative. For example, normal unused assets can’t just be permanently deleted through the tool — permanent deletion is restricted to managed quarantined assets and still performs safety checks.

Here’s a short ~1 minute showcase of the current workflow:

https://youtu.be/wDlVkgT0nPU

Fab:

https://www.fab.com/listings/7dfc5ec6-1261-4f86-8e69-82ea0ae1e8a2

I’m developing this solo, so I’d be interested in feedback from people working on larger UE projects: what part of project structure tends to become the biggest pain for you — naming, folders, cleanup, or enforcing conventions across a team?

u/HankeUnrealTools — 1 day ago
▲ 3 r/TechnicalArtist+1 crossposts

I got tired of editing Unreal DataTable rows one by one, so I built multi-row editing

Editing larger DataTables in Unreal gets pretty tedious when the same change needs to be applied across multiple rows.

So I built a multi-row workflow where I can select several rows with Ctrl/Shift and paste a value into the active column across the whole selection.

I also integrated it with Undo/Redo, because bulk editing without an easy way back would be pretty risky.

The idea is to keep using Unreal's normal DataTables instead of replacing them with another data system — just make repetitive editing less painful.

For people working with DataTables regularly: do you mostly edit them directly inside Unreal, or move that work to CSV/spreadsheets?

I’m the developer of DataTable Pro Editor.

If anyone wants to see the broader editor workflow, I also have a v1.1 showcase here:

https://youtu.be/QIXhvCRBN_Y

u/HankeUnrealTools — 11 days ago

PCG Pro Tools 2.0 is now available for UE 5.8 — 22 custom nodes and expanded PCG editor workflows

Hi everyone,

I’m the solo developer behind PCG Pro Tools, and version 2.0 is now available for Unreal Engine 5.8.

I originally built the plugin to reduce repetitive PCG graph setup and make common procedural workflows easier to build, adjust, reuse, and debug directly inside the Unreal Editor.

PCG Pro Tools 2.0 includes:

• 22 custom PCG nodes
• 23 graph templates
• 13 presets
• 21 demo maps

The five new nodes are:

• Instance Variation
• Spline Offset
• Distance LOD
• Random Subset
• Biome Mask

Version 2.0 also expands the editor workflow with:

• Additional Graph Inspector controls for seeds, presets, point counts, regeneration, Undo, Redo, and Reset
• A read-only Setup Validator for supported graph requirements
• Editable template copies for project-specific customization
• Improved template search and filtering
• Additional presets, demo maps, and prepared workflows
• Improved regeneration behavior during normal editor iteration

The plugin focuses on extending Unreal Engine’s native PCG workflow and is designed to work with your own meshes, PCG graphs, and project content.

I’d appreciate honest feedback from people using PCG in real projects, especially around repetitive setup, missing workflows, debugging problems, or tasks that still require too much manual work.

Which PCG workflow currently causes the most repetitive setup in your projects?

I’m also happy to answer technical questions about the plugin and its implementation.

View PCG Pro Tools 2.0 on Fab

Watch the full PCG Pro Tools 2.0 video in higher quality on YouTube

Join the Hanke Unreal Tools Discord

u/HankeUnrealTools — 16 days ago