get_asset_dependencies
Lists all packages a given asset depends on, including each dependency's class and loaded state, so you can assess migration or import budgets.
Instructions
List every package an asset DEPENDS ON (its outgoing edges), each with its class and loaded state -- "what does this asset drag in with it?", the input to a migration or import budget. Direction matters: this is what the asset NEEDS; get_asset_dependents / get_asset_referencers answer who needs IT. Use get_asset_dependencies_recursive for the transitive closure and check_asset_circular_dependency to detect cycles. WARNING: these are PACKAGE-level edges from the Asset Registry: they cannot tell you WHICH node or property creates the edge (that is find_blueprint_node_references), and a name built at runtime or resolved through a DataRegistry produces no edge at all.
Returns: { asset_name: string, asset_path: string, dependencies: [object], dependencies_count: int, total_dependencies: int, max_results: int, results_truncated: bool, exclude_engine: bool, dependency_type: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| asset_name | Yes | Exact asset name or full package name; the bare-name fallback scans /Game only and stops at the FIRST match, without reporting that others existed | |
| max_results | No | Maximum dependencies to return, 1..50000 (default 5000). Read `results_truncated` for the real answer: `total_dependencies` counts the RAW registry edges before exclude_engine, so it exceeds dependencies_count on almost every asset without anything having been cut. | |
| exclude_engine | No | Skip /Engine and /Script dependencies, default true. Filtered entries do NOT consume the max_results budget, but they ARE counted in total_dependencies. | |
| dependency_type | No | Filter by dependency kind: "hard", "soft", or "all" (case-insensitive), default "all" |