Asset Processor Interface - Lumberyard User Guide

Asset Processor Interface

Open 3D Engine (O3DE), the successor to Lumberyard, is now available in Developer Preview. Download O3DE or visit the AWS Game Tech blog to learn more.

The Asset Processor interface provides areas containing detailed information about the assets that it processes. These areas are shown in the following example.


                The main window of the Lumberyard Asset Processor. The window is annotated with markers that identify the visual components and features described below.


                The top of the Lumberyard Asset Processor window after the processing completes. The window displays the total time to scan, analyze, and build. The time is annotated
                with the identifier "I".

A – Processing status

Displays asset processing status, the project name, its root location, and the processor port.

B – Tabs

Displays scoped views of Asset Processor functionality. Tabs are described in detail in the following sections.

C – Asset Status

Displays the asset status and details about the source asset in a sortable table.

D – Asset status search with filter

Filters your search by keyword, regular expressions, or status.

E – Event log details

Provides additional information for the selected row in the asset status table.

F – Event log details filter

Filters by warnings and errors.

G – Context details

When enabled, shows specific debugging information for the asset. This setting is disabled by default.

H – Event log line details table

Displays debugging values set in the program for the selected line in the Event log details. These values are emitted during processing.

I – Asset processing timer

After asset processing completes, displays information about the time that it took to perform scans, analyze assets, and produce a build.

Jobs

The Jobs tab displays information about the current state of asset processor jobs. This includes information on the state of jobs, events that occurred during processing, and detailed logging information from the asset processor.

Asset Status

The Asset Status table displays the status of assets that Lumberyard is processing. Select a row to display contextual asset processing information in the Event Log Details table.

The columns in the Asset Status table display the following information about each asset:

  • Source – Asset's file name and location

  • Completed – Timestamp of the process completion

  • Platform – Game platform

  • Job Key – Specific job process


                        The Asset Status table displays specific
                            information about assets in each column.

Status Column

In the Status column, you can sort by status types.

The column headers display the following information about each asset:

  • Completed – Completely processed and converted for use in the game

  • Failed – Failed and needs investigation and debugging

  • In Process – Currently processing and will display Completed or Failed when complete

  • Pending – Awaiting processing

Filtering by Keyword and Status

In the filter box, you can filter the table view by entering keywords and regular expressions. The regular expressions are standard std::regex in extended format. The standard std::regex rules apply.

A regular expression (regex) to search for all files ending with .png:

*.png

The asterisk (*) indicates any character 0 or more times.

A regex to search for any files under a Slices subdirectory:

/Slices/.+

The dot plus (.+) indicates any character 1 or more times.

To view all assets with a particular status, do one of the following:

  • Type the status keyword (for example, "failed").

  • Click the filter icon and select the status types that you want to see.

Filters that you apply remain active until you remove them. You can either clear the status type box, or click the X next to the filter's label.


                            Filter the Asset Status table using keywords or
                                regular expressions. Remove filters by clearing the status type box or
                                removing the label.

Using a Row's Context Menu

You can perform actions on each row in the Asset Status table. Right-click on the row to expose a context menu with the following actions:

Show in Asset Browser

Highlights the asset in the Editor's Asset Browser. The Editor must be open and running.

Open in Explorer

Opens the asset in Windows Explorer.

Copy

Copies the asset name.

Open log file

Opens the most recent log file for the asset, if one has been made. File copies and other simple asset processing steps don't generate logs.

Open folder with log file

Opens the directory with the log file for the asset.


                            Right-click on a row to expose the context menu in the
                                    Asset Table.

Event Log Details

In the Event Log Details table, you can view asset processing information for an asset that you select in the Asset Status table. This table provides an activity log that shows how the asset was processed and any errors or warnings generated during processing.

The Status column displays icons for the following message types:


                                    Information icon in Status
                                        table.
                                Information

Additional supporting messages are available about the processing of the asset.


                                    Warning icon in Status table.
                                Warning

See the Message column for information about a potential processing issue for this asset.


                                Error icon in Status table.
                            Error

The location of the asset and the specific error generated by attempting to process that asset.

The Source column indicates the subsystem that generated the message (such as AssetBuilder) or a generic type, such as Warning or Error.

The Message column displays information related to the processing details of the selected asset.

Note

The Message column occasionally prefixes Errors with E: and warnings with W:.


                        Event log details table.

The Event Log Details table also features a context menu to perform copy actions. You can copy the following to the clipboard:

  • Copy Line – Selected line of the log

  • Copy Line With Details – Selected line and any related details that appear in the Event log line details table

  • Copy All – All log lines and any hidden details for each item


                        Event log details table context menu
                            actions.

Event Log Line Details

The Event Log Line Details table displays when you enable the Context Details option. This table displays any additional information about the selected line in the Event Log Details table. These details and additional information is generally useful only when debugging issues with a particular asset.


                            Event Log Line Details table with
                                    Context Details enabled.

The Event Log Line Details table also features a context menu to perform copy actions. You can copy the following to the clipboard:

  • Copy Selected Key – Text in the Key column of the selected row

  • Copy Selected Value – Text in the Value column of the selected row

  • Copy All Values – All keys and values in the table


                            Event Log Line Details table context
                                menu.

Assets

The Assets tab displays information about the assets associated with your active project. The data you get includes things like the name of the asset, what files are produced by the resource compiler, and dependencies. In addition to seeing information on source assets, you can also look through generated assets and try to locate missing dependencies.

Source assets

Using the Source Assets view of the Assets tab shows you the assets picked up during asset processing and lets you investigate their dependencies, products, associated jobs, and force asset rebuilds.


                        The Asset Processor with the Assets tab selected, and the Source Assets view visible. The view is annotated with red markers calling
                        out each individual section.
A – Search bar

Search for assets. The search bar is visible in both the Source Assets and Product Assets views. The search will match partial file names and supports regular expressions. Search bar functionality is the same between Source Assets and Product Assets views.

B – Source asset list

The list of all source assets which match the current search filter. When the search is empty, shows all of the source assets used by the project.

C – Asset information

Detailed information about the asset currently selected in the asset list. This includes the name of the asset, the containing folder on the filesystem, and the GUID associated with the asset in the Lumberyard asset system.

D – Products

The compiled asset products that are produced from the source asset. Selecting the popout icon ( 
                                    The popout icon, a white box containing an arrow originating at the lower left and pointing towards the upper right.
                                ) next to a product name takes you to that asset within the Product Assets view.

E – Outgoing source dependencies

The list of source assets which require an output from this source asset to process. See Why define product dependencies? for more information on product dependencies.

F – Incoming source dependencies

The list of source assets which must have their jobs completed before the processing of this asset. See Why define product dependencies? for more information on product dependencies.

Product assets


                        The Asset Processor with the Assets tab selected, and the Product Assets view visible. The view is annotated with red markers calling
                        out each individual section.
A – Product asset list

The list of all product assets which match the current search filter. When the search is empty, shows all of the available products.

B – Asset information

The information for the product asset. Includes the asset GUID, the last time the product was generated, which type of job generated the asset, which platform the asset was producted for, and which source asset is the primary input for the product.

C – Outgoing product dependencies

The list of product assets which depend on this product. In order for your project to function and be distributed properly, all of these assets need to be in the final bundle. See Why define product dependencies? for more information on product dependencies.

D – Outgoing unmet path product dependencies

The list of product assets which are hardcoded paths to be loaded by the Lumberyard runtime that this asset depends upon. Because these products aren't necessarily generated by the asset processor, they're placed into a separate category of dependencies. See Hardcoded File Loads for information on resolving path product dependency issues.

E – Incoming product dependencies

The list of product assets which this product depends on. In order for your project to function and be distributed properly, all of these assets need to be in the final bundle. See Why define product dependencies? for more information on product dependencies.

F – Missing dependency scanner

Run the missing dependency scanner from inside the Asset Processor. See Using the Missing Dependency Scanner for more information.

Logs

The Logs tab displays events for the internal operation of the Asset Processor. This area doesn't display logs for the processing of individual assets. The information in these logs is helpful for troubleshooting the Asset Processor if an issue occurs.


                    Logs tab in Asset Processor.

Right-click to access the Logs context menu.


                    Logs tab context menu in
                        Asset Processor.

Shaders

The Shaders tab displays a table with information related to shader compiler proxies. Shader failures appear in this table. For more information, see Shader Compiler Proxy.

Connections

The Connections tab displays devices and programs that the Asset Processor is connected to and the platform they are running on. You can add approved connections in the White Listed Connections box and disapproved connections in Rejected Connections.

In the Active Connections table's Enabled column, automatic connections are labeled as Auto. This means that it's a connection that the Asset Processor created. One example of such a connection is Asset Builder connections. User-created connections show a check box. If you select the check box, the Asset Processor continually attempts to reconnect to those connections. You can use these custom connections for specialized cases, such as when connecting to mobile devices outside of a company's internal network.


                    Connections tab in the Asset Processor.

You can edit or remove a user-created connection, or add a connection.


                    Edit a user-created connection in Asset Processor.

Tools

On the Tools tab, you control how your assets are scanned. Use Faster Scanning Mode when you don't need to perform a full asset scan. For more information, see Enabling Asset Processor's Faster Scanning Mode.


                    Tools tab in Asset Processor.