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