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Appendix B: Asset Type Coverage

Complete list of asset types supported by "Describe to Orion" (Content Browser right-click menu):

Asset TypeUE ClassInformation Extracted
BlueprintUBlueprintParent class, graph count, variable list (name + type), compile status
Widget BlueprintUWidgetBlueprintSame as Blueprint (inherits from UBlueprint)
Data TableUDataTableRow struct type, column definitions (name + C++ type), row count, first 10 row names
Data AssetUDataAssetClass name, all editable properties with values (truncated at 200 chars per value)
MaterialUMaterialMaterial domain (Surface/Decal/LightFunction/PostProcess/UI), blend mode (Opaque/Masked/Translucent/Additive), shading model (DefaultLit/Unlit/Subsurface/etc.), two-sided flag, expression count
Material InstanceUMaterialInstanceConstantParent material path, scalar parameter overrides (name = value), vector parameter overrides (RGBA), texture parameter overrides (name = texture path)
Static MeshUStaticMeshLOD count, per-LOD vertex and triangle counts, material slot names, bounding box (origin + extent in cm)
Skeletal MeshUSkeletalMeshBone count, LOD count, morph target names (up to 20), material slot names
TextureUTexture2DDimensions (width x height), pixel format (RGBA8, BC1, BC7, etc.), compression settings, LOD bias, sRGB flag, texture group
Sound WaveUSoundWaveDuration (seconds), sample rate (Hz), channel count (mono/stereo)
Animation SequenceUAnimSequenceDuration (seconds), number of frames, rate scale, additive animation type (None/Local/Mesh Space)
User Defined EnumUUserDefinedEnumAll enum entries (display name + index), excludes hidden _MAX entry
User Defined StructCast to UStructMember variable names and C++ types (via TFieldIterator)
Generic FallbackAny UObjectClass name, all editable/BlueprintVisible properties with values (capped at 50 properties, truncated at 200 chars per value)

Important: "Describe to Orion" works on any asset type. Types not listed above use the generic fallback (class name + properties), which is still useful for understanding asset configuration.

Extraction Examples

DataTable Example Output:

Asset: DT_WeaponStats
Type: DataTable
Row Struct: FWeaponData
Columns:
- WeaponName (String)
- Damage (Float)
- FireRate (Float)
- MagazineSize (Int)
- ReloadTime (Float)
- WeaponType (Enum: EWeaponType)
- Icon (Texture2D)
- bIsAutomatic (Boolean)
Rows: 15 (AssaultRifle, Pistol, Shotgun, SniperRifle, GrenadeLauncher...)

Material Instance Example Output:

Asset: MI_Character_Skin
Type: Material Instance Constant
Parent: M_CharacterMaster
Scalar Parameters:
- Roughness = 0.6
- Metallic = 0.1
- Emissive_Strength = 0.0
Vector Parameters:
- BaseColor = (0.85, 0.72, 0.65, 1.0)
- TintColor = (1.0, 0.9, 0.85, 1.0)
Texture Parameters:
- BaseColorTexture = T_Skin_Diffuse
- NormalTexture = T_Skin_Normal
- RoughnessTexture = T_Skin_Roughness

Static Mesh Example Output:

Asset: SM_Building_Wall
Type: Static Mesh
LOD Count: 3
LOD 0: 4,521 vertices, 2,340 triangles
LOD 1: 1,890 vertices, 980 triangles
LOD 2: 620 vertices, 310 triangles
Material Slots: M_Building_Concrete, M_Building_Metal_Trim
Bounds: Origin (0, 0, 150), Extent (200, 10, 300) cm