get_asset_referencers
Find which packages reference an asset before you delete, move, or rename it. Returns hard referencers by default, with optional soft references.
Instructions
List every asset that REFERENCES a target asset -- "who breaks if I delete, move or rename this?" -- wrapping AssetRegistry::GetReferencers over the Package category and returning each referencing package with its primary asset's name, path and class. It accepts an object path, a package path or a bare name, echoes resolved_package so you can confirm it queried the package you meant, and REFUSES an ambiguous bare name with the candidate list instead of picking one. Hard references only by default (the "what keeps this loaded" audit); set include_soft_references=true to include TSoftObjectPtr / FSoftObjectPath edges. Its mirror is get_asset_dependencies (what this asset needs); get_asset_dependents answers the same direction as this one from a bare asset name, and find_blueprint_node_references finds call sites INSIDE graphs, which package-level references cannot see.
Returns: { asset_path, resolved_package, include_soft_references, total, returned, results_truncated, referencers:[{ package_name, asset_name?, asset_path?, asset_class? }] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| asset_path | Yes | Target asset: an object path ('/Game/X/DT_ItemRows.DT_ItemRows'), a package path ('/Game/X/DT_ItemRows'), or an unambiguous bare asset name ('DT_ItemRows'). An ambiguous bare name is an error listing the candidates, never a silent pick. | |
| max_results | No | Cap on number of returned referencers (1..50000); defaults to 5000. | |
| include_soft_references | No | If true, also include soft referencers (default false -> hard-only). |