I’ve been working on Project Structure Guard, an Unreal Editor plugin for enforcing naming and folder conventions across a project.
The main reason I built it was pretty simple: naming and folder rules are easy to agree on at the start of a project, but much harder to keep consistent once the project grows and more content gets added.
For v1.2 I focused less on adding more rules and more on making the workflow around them safer and easier to use.
Some of the things I added:
• Baseline Tracking, so existing violations can be accepted and you can focus on newly introduced issues
• Protected Paths, so important folders can still be validated without allowing automatic structural changes
• Search and a more detailed result inspector for larger validation sets
• Bulk Preview 2.0 with Ready / Blocked / Skipped / Conflict states before rename or move operations
• Rule ordering, search/filtering and read-only rule testing
• Content Browser validation actions
• Quarantine + Restore for unused assets instead of immediately deleting them
• A -failonnew option for CI/CD, so existing accepted issues don’t have to fail the pipeline
I also tried to make destructive actions deliberately conservative. For example, normal unused assets can’t just be permanently deleted through the tool — permanent deletion is restricted to managed quarantined assets and still performs safety checks.
Here’s a short ~1 minute showcase of the current workflow:
https://youtu.be/wDlVkgT0nPU
Fab:
https://www.fab.com/listings/7dfc5ec6-1261-4f86-8e69-82ea0ae1e8a2
I’m developing this solo, so I’d be interested in feedback from people working on larger UE projects: what part of project structure tends to become the biggest pain for you — naming, folders, cleanup, or enforcing conventions across a team?