X-ray your Unreal projects. Scan. Validate. Sync.
A premium browser-based production suite for Unreal Engine teams: scan a project's Content folder, manage assets, enforce naming conventions across 50+ types, track approvals and keep everyone in sync. From A$9/mo for solo devs; start with a 14-day free trial, no credit card.
Asset management, validation and production tooling designed around how Unreal teams actually work.
Browse, create, import, duplicate and batch-rename assets with grid/list views, filtering and multi-select.
Audit naming conventions across 50+ asset types and texture suffixes, with one-click auto-fix for common issues.
Asset audit, approval workflow (WIP / review / approved), dependency tracking and orphaned-asset detection.
Track team members, roles and a live activity feed so everyone sees what changed and who changed it.
Open an actual Unreal project folder (Chrome/Edge) or drag & drop files to scan your real content tree.
Memory estimates, naming reference, changelog and CSV / full-report export for production tracking.
Switch the workspace to show exactly what each team member cares about.
Focus on static / skeletal meshes, materials, textures, particles and Niagara systems - with texture-suffix and size checks.
Surface blueprints, widgets, data assets, levels and sequences so designers see gameplay content first.
Blueprints, interfaces, function libraries and AI controllers, with dependency and orphan detection.
An Unreal Engine project grows fast, and the Content folder is where it gets away from you. A few milestones in, there are inconsistently named Blueprints, Materials and Textures, duplicate imports, and assets nobody is sure are still referenced. Unreal Studio Hub scans your Content folder, highlights inconsistent asset names, finds orphaned files, checks texture suffixes, tracks approvals and gives producers a clean, exportable report before handoff, milestone review or release. It runs in the browser - nothing to install into the editor, and the contents of your project are never uploaded.
Epic's own asset-naming guidance follows a clear pattern - [AssetTypePrefix]_[AssetName]_[Descriptor]_[Variant] - where the prefix says what an asset is and the descriptor says what a texture map is (base colour, normal, opacity and so on). The Unreal naming convention checker validates every asset in the Content folder against that pattern and flags what breaks it. It knows the common UE prefixes:
SM_ Static Mesh, SK_ Skeletal MeshBP_ Blueprint, BPI_ Blueprint Interface, WBP_ Widget BlueprintM_ Material, MI_ Material Instance, MF_ Material FunctionT_ Texture, with suffixes like _BC base colour, _N normal, _ORM occlusion/roughness/metallic, _M maskABP_ Animation Blueprint, NS_ Niagara System, DA_ Data Asset, DT_ Data TableTexture packing and suffixes get their own pass in the material and texture validation.
The Content folder scanner speaks Unreal, classifying the 50+ asset types real UE5 projects are built from:
Unreal links assets by hard and soft references, so an asset that no map or referenced asset points at is genuinely dead weight - but it is hard to find by clicking through the Content Browser. The orphaned-assets checker surfaces unreferenced content for review, and the broader asset audit tool rolls naming, orphans and structure into a single project-health pass you can run before a milestone.
Beyond naming, Unreal Studio Hub tracks the production side. The Blueprint manager gives you a view of Blueprints and their dependencies; the approval workflow moves each asset through WIP → Review → Approved → In Use; and the CSV report export produces an audit a producer can attach to a milestone. Together they make the full Unreal Engine asset management tool.
Unreal Studio Hub supports Unreal Engine 5.0 through 5.7, with UE 5.8 compatibility testing in progress. Content folder scanning works best in Chrome or Edge via the File System Access API, with a file-picker fallback in other browsers. It does not replace the Unreal Editor, Perforce, Git or your task tracker - it is the lightweight hygiene layer on top, for keeping a UE5 project clean, validated and in sync.
Every plan starts with a 14-day free trial - no credit card required; we only ask for payment when your trial ends. Solo is billed monthly; team plans annually (one month free) or monthly. Cancel anytime, no lock-in.
1 seat · solo developers
14-day free trial · no card required
Up to 5 seats
$869 billed annually 1 month free
Up to 20 seats
$2,189 billed annually 1 month free
All plans start with a 14-day free trial; no credit card; payment is collected only when the trial ends. Prices in AUD: Solo is billed monthly; team plans annual includes one month free, monthly billed each month.
Scan a project folder, manage assets, validate naming across 50+ types, run an audit, track an approval workflow, find orphaned assets and export reports - all in your browser.
Unreal Engine 5.0 through 5.7. Folder scanning works best in Chrome or Edge (File System Access API); other browsers use a file-picker fallback.
In your browser (localStorage). We never upload the contents of your project - only your account and subscription status, via Supabase and Stripe.
Yes - every plan starts with a 14-day free trial that needs no credit card; we only ask for payment when your trial ends. Solo is A$9/month for one seat; Studio and Enterprise add team seats.
Start your 14-day free trial - no credit card - and keep your assets clean, validated and in sync.
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