get_asset_dependents
Find all packages that reference an asset by name to see what breaks if you delete or move it. Lists incoming dependents with class, loaded state, and hard/soft dependency type.
Instructions
List every package that REFERENCES an asset (its incoming edges), each with its class and loaded state -- "who breaks if I delete or move this?", addressed by asset NAME. Direction matters: this is who needs IT; get_asset_dependencies is what it needs. Nearly the same query as get_asset_referencers -- prefer THAT one when the name could be ambiguous (it refuses to guess and echoes resolved_package, while this one silently takes the first /Game match), and prefer this one when you want the hard/soft split via dependency_type. Package-level edges only: use find_blueprint_node_references to find call sites inside graphs.
Returns: { asset_name: string, asset_path: string, dependents: [object], dependents_count: int, total_dependents: 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 dependents to return, 1..50000 (default 5000). Read `results_truncated`: `total_dependents` counts the RAW registry edges before exclude_engine, so it can exceed dependents_count with nothing cut. | |
| exclude_engine | No | Skip /Engine and /Script referencers, default true. Filtered entries do NOT consume the max_results budget, but they ARE counted in total_dependents. | |
| dependency_type | No | Filter by dependency kind: "hard", "soft", or "all" (case-insensitive), default "all" |