Unreal Studio Hub is an Unreal Engine asset management tool that runs in your browser. Point it at a project's Content folder and it gives you one clear view of what you have, what is named badly, what is unused and what is approved.
What it manages
It reads the 50+ asset types real UE5 projects are built from and keeps them tidy:
- Blueprints, Blueprint Interfaces and Widget Blueprints, with a dependency view.
- Materials, Material Instances and Textures, checked against Unreal naming and packing conventions.
- Static and Skeletal Meshes, Levels, World Partition assets, Niagara Systems, Animation Blueprints, Data Assets and more.
- Sensible handling of Unreal realities like redirectors, soft and hard references, and the
Contentfolder layout.
What it does with them
Four jobs, one dashboard: scan the Content folder, validate naming against Epic's convention, find orphaned assets, and move work through an approval workflow. When you are done, export a report a producer can attach to a milestone.
Who it is for
Solo UE5 developers keeping a project navigable, and studios that want a shared standard without building custom editor tooling. Everything stays in your browser - the contents of your project are never uploaded - and it supports Unreal Engine 5.0 through 5.7, with UE 5.8 compatibility testing in progress. It starts at A$9/mo with a 14-day free trial, no credit card.
Not a replacement for your existing tools
It does not replace the Unreal Editor, Perforce, Git or your task tracker. It is the fast hygiene layer on top: the thing you open to answer "is this project clean?" before a handoff. Start with the asset audit for a full pass.
Frequently asked questions
Does it upload my Unreal project?
No. Scanning and management happen in your browser; the contents of your project are never uploaded. Only your account and subscription status are stored, via Supabase and Stripe.
Which Unreal Engine versions does it support?
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 elsewhere.
Do I need to install an editor plugin?
No. It is entirely browser-based, so there is nothing to install into Unreal and nothing to maintain.