validate_assets_in_path
Run enabled editor data validators on every asset under a content path, recursively, and report valid, invalid, and unvalidated assets, errors, and warnings without saving changes.
Instructions
Run the enabled editor data validators (Script use case, as validate_asset does) on every asset under a content path, recursively by default, up to max_results assets; truncated tells when more were found. Loads each asset but changes and saves nothing. Per asset: validation_result (Valid, Invalid or NotValidated), is_valid (NotValidated counts as valid), errors and warnings; totals in num_valid, num_invalid and num_not_validated. A path with no assets returns zero counts, not an error. Use validate_asset for one asset, list_validators to see which validators run.
Returns: { path: string, recursive: bool, num_assets: number, num_valid: number, num_invalid: number, num_not_validated: number, total_found: number, truncated: bool, results: [{ asset_path: string, asset_name: string, asset_class: string, validation_result: string, is_valid: bool, error_count: number, warning_count: number, errors: [string], warnings: [string] }] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| path | No | Package path to scan, e.g. "/Game/MyGame". | |
| recursive | No | Whether to scan sub-paths (optional, default true) | |
| asset_path | No | Alias of `path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `path`. | |
| max_results | No | Maximum number of assets to validate (optional, default 1000, valid 1-100000) |