Unreal asset manager read .uasset packages, preview them, export them back
AssetHoard reads Unreal Engine's native .uasset and .umap packages
directly, no Unreal Editor, no export step, no plugin. Content lands in your library correctly
typed, with real previews and its dependencies mapped, ready to move back out into any UE
project with everything it references.
AssetHoard in your Unreal workflow
Export back out with every dependency
Move a package back out and AssetHoard brings everything it references with it, staged in
a tree that mirrors Unreal's Content/ layout. Drop it into a UE project and
every /Game/ reference resolves. No hunting down the textures a material needs.
Key features
- Drag out, or right-click Export with Dependencies
- Staged into a Content-shaped folder tree
- Mesh to material to texture chains followed and de-duplicated
Inspect a .uasset without opening Unreal
A .uasset is an opaque blob in Explorer. AssetHoard reads the package and
classifies it by what it actually contains, so a mesh looks like a mesh and a sprite looks
like a sprite, all before anything touches a project.
Key features
- Packages typed automatically: mesh, texture, material, sprite, audio
- No editor to launch and no import step
- .umap levels recognised too
Real previews for meshes, sprites, and audio
AssetHoard picks the richest preview each package can support. Meshes spin in the 3D viewer, flipbooks play as animations, and audio plays back in place. Material textures show as thumbnails, and anything else falls back to Unreal's baked editor thumbnail.
Key features
- Interactive 3D orbit for static and skeletal meshes
- Animated PaperFlipbook playback at the real frame rate
- Playable SoundWave and SoundCue audio
See what a package references
Every package lists the others it depends on. AssetHoard resolves those /Game/ references to the matching assets in your library and shows them in the References panel,
bucketed as imported, importable, or missing. A missing reference links up on its own once
you import it, no manual re-scan.
Key features
- Hard imports and soft references both collected
- /Game/ dependencies resolved to your library
- Self-healing: links up as you import the rest
One library across every Unreal project
Keep every Unreal package in one place alongside the rest of your assets. Tag your content by project or category and AssetHoard searches across the whole library, no matter how large your backlog grows.
Key features
- Index content from any number of UE projects and packs
- Tag by project, category, or status
- Search and filter in seconds, however large it grows
Good to know
- Engine versions: packages saved with UE4.10 through UE5.5 parse fully. UE5.6 and newer do not parse yet, so they import as generic packages with no classification or previews. An unparseable package is skipped, it never fails an import.
- Cooked vs uncooked: rich previews come from uncooked editor and source packages. Cooked packages from a shipped game have that data stripped, so they classify and resolve references but fall back to a file-type icon.
- Dependencies stay in your control: AssetHoard resolves references and suggests matches, but it never auto-imports. You decide what enters the library.
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Frequently asked questions
No. AssetHoard parses the .uasset and .umap binary package format itself. There is no Unreal Editor to open, no export step, and no plugin to install inside Unreal. It reads your packages straight from disk.
Packages saved with UE4.10 through UE5.5 parse fully, with classification, references, and previews. UE5.6 and newer do not parse yet, so those packages still import but land as generic packages with no classification or previews. Many UE5-project assets are still stored in UE4 package format and work fully.
It reads them, but the rich previews come from uncooked editor and source packages, which keep editor-only data like baked thumbnails and embedded audio. Cooked packages have that data stripped at cook time, so they still classify and resolve references but fall back to a file-type icon for previews.
It picks the richest preview each package supports. Static and skeletal meshes render in an interactive 3D orbit, PaperFlipbooks play as animations, SoundWave and SoundCue audio plays back, and material textures show as thumbnails. Anything else shows the baked editor thumbnail Unreal stores in the package, or a clean file-type icon if there is not one.
Yes. Drag an asset out, or right-click Export with Dependencies, and AssetHoard stages it into a Content-shaped folder tree with every package it references. Drop the tree into a UE project Content folder and each /Game/ reference resolves. Reference chains like Mesh to Material to Texture are followed and de-duplicated.
No. AssetHoard reads your packages for classification, preview, and tagging. It does not write to your project or modify anything Unreal relies on. Exporting content writes a fresh copy to a folder you choose, it never touches the originals.
They import and are catalogued like everything else, with their /Game/ references resolved, but they classify as generic packages rather than a specific asset type. Level files (.umap) parse as worlds and appear the same way. Unrecognised classes fall through to the generic package type rather than failing to import.
Yes. AssetHoard keeps a single library that can index content from any number of Unreal projects, plus loose folders, marketplace packs, and the rest of your creative workspace. Search and tagging work across the whole library, so you can find an asset from one project and reuse it in another in seconds.