# Welcome!

## <mark style="color:orange;">ABOUT US</mark>

> *" Welcome!* \
> *Our plugins are known for their seamless integration and user-friendly interfaces,* \
> *allowing you to focus on realizing your vision without unnecessary complications.*&#x20;
>
> \
> *We're dedicated to constant improvement and always value your feedback.*&#x20;
>
> *Our aim is to make your experience as straightforward and efficient as possible*&#x20;
>
> *by providing best solutions backed by ongoing effort and refinement.* \
> *Let's enhance your game development journey together. "*

<table data-card-size="large" data-view="cards" data-full-width="false"><thead><tr><th data-type="files"></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td></td><td><a href="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2FkFTy5HqVQYM4oZ86IFAz%2FLvProfile%20(3).png?alt=media&amp;token=721968a9-0b3f-4ac6-8de8-786bfa9565f6">LvProfile (3).png</a></td><td><a href="https://www.unrealengine.com/marketplace/en-US/product/advanced-outline-system">https://www.unrealengine.com/marketplace/en-US/product/advanced-outline-system</a></td></tr><tr><td></td><td><a href="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2FL6hmT6IH9P1qudqGvOOh%2Fsss.png?alt=media&amp;token=f7a3caa2-f2eb-4ca5-b4a5-03b61612dc16">sss.png</a></td><td><a href="https://www.unrealengine.com/marketplace/en-US/product/teleportify-advanced-teleport-system">https://www.unrealengine.com/marketplace/en-US/product/teleportify-advanced-teleport-system</a></td></tr></tbody></table>

## ⚡<mark style="color:orange;">**PLUGINS**</mark>

**UE Marketplace :** <https://www.unrealengine.com/marketplace/en-US/profile/DevLevy> \
**YouTube :** <https://www.youtube.com/@devlevyunreal> ﻿&#x20;

## 💡<mark style="color:orange;">**SUPPORT  & UPDATES**</mark>

**Discord** : <https://discord.com/invite/jcGWnsamn2>\
**Email :** <lv.stack.co@gmail.com>


# Advanced Outline System

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2FGmVZRjTNfv9w8G1hjKXK%2F2222.png?alt=media&amp;token=240d26aa-895e-4767-b4ac-d480d464689a" alt=""><figcaption></figcaption></figure>

Your essential Unreal Engine plugin for stunning object highlighting and seamless player guidance, now on the Unreal Engine Marketplace. Elevate your game development with versatile highlighting options, suitable for both Blueprint and C++ users, and enhance storytelling effortlessly.

UE MARKET PLACE LINK :

{% embed url="<https://www.unrealengine.com/marketplace/en-US/product/advanced-outline-system>" fullWidth="false" %}
UE Market Place Link
{% endembed %}


# Documentation

## <mark style="color:blue;">Guide</mark>

{% content-ref url="/pages/maAQIBImKuFMpaKTK0iU" %}
[How to Use AOS?](/ue-code-plugin/advanced-outline-system/documentation/how-to-use-aos)
{% endcontent-ref %}

{% content-ref url="/pages/10THJAyubzBl6z72E88h" %}
[Make Custom Preset](/ue-code-plugin/advanced-outline-system/documentation/make-custom-preset)
{% endcontent-ref %}

***

## <mark style="color:blue;">Youtube Tutorials</mark>

{% embed url="<https://youtu.be/z34hsBeD4hY>" %}
5 Min Quick Guide
{% endembed %}

{% embed url="<https://youtu.be/l25mUW5nAH4>" %}
AOS Tutiorial ( Old Version Video )
{% endembed %}


# How to Use AOS?

Advanced Outline System Documentation

## <mark style="color:orange;">DEMO</mark>

{% hint style="info" %}
To Check the DemoLevel, Please go to the plugin content folder\
Engine> Plugins > AdvancedOutlineSystemContent > Global > AOSDemoLevel
{% endhint %}

<figure><img src="https://blog.kakaocdn.net/dn/dhgkjU/btszcHywEGg/j8A1QLYB5XF6obdlfW7HM0/img.png" alt=""><figcaption><p>Demo Level Path</p></figcaption></figure>

**Here's Part of Demo Level.**

If you use "AOS Line Trace" Function, You can make the targeted actor highlighted when your character get closer to it.

<figure><img src="https://blog.kakaocdn.net/dn/5BMye/btsy8lxfMsh/jkbqvrRYpVmCdAc7Oj9fD0/img.png" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}

#### Please Don't forget to add TAG to the actor you want to Enable Outline!

{% endhint %}

***

#### Just Add ActorComponent of AOSAC to your character, set few default settings, and bind function to your input.

#### That's all! Start Game and Check it out.

{% hint style="info" %}
If you see the Actor Component, there is default settings you can customize.

Most of them are set as default, but if you want to change any values or options, you can can change it anytime.
{% endhint %}

***

## <mark style="color:orange;">AOSAC\_Outline Ovelay</mark>&#x20;

***

<figure><img src="https://blog.kakaocdn.net/dn/cjZfTZ/btsEZCE9pYN/IyWutWD7qhFyXKSvmWNlk1/img.png" alt=""><figcaption><p>AOSAC_OutlineOverlay</p></figcaption></figure>

If you see the right side, there is component's detail. which is this component's default setting.

Most of them are already set since you add this compoents.

&#x20;

If the "AOSMaterial Instance" is Empty, Go to the folder AdvancedOutlineSystemContent > Materials.

And select Material Instance with the name "Overlay" at the end.

<figure><img src="https://blog.kakaocdn.net/dn/dTDMgd/btsy8otF9dj/Vr3oN2joA6lkeJgD6gc0pK/img.png" alt=""><figcaption><p>AOS Materials Path</p></figcaption></figure>

***

Just Bind Function and Play!

<figure><img src="https://blog.kakaocdn.net/dn/GxBxi/btsyTZ7Tl34/Ib1ixkkpKmxgY0q5TWbMjK/img.png" alt=""><figcaption><p>Example in Demo</p></figcaption></figure>

&#x20;

&#x20;

***

## <mark style="color:orange;">AOSAC\_Outline Multi</mark>

***

<figure><img src="https://blog.kakaocdn.net/dn/VKKwB/btsEXo8YNu7/pYB5bpwOEWjzWYQMXlhB8k/img.png" alt=""><figcaption><p>AOSAC_OutlineMulti</p></figcaption></figure>

&#x20;

Below is Example of BP Actor of  "AOSA\_WorldOutliner".&#x20;

This is BP Actor which contains Post Process Volume that you need to set into this component setting.

<figure><img src="https://blog.kakaocdn.net/dn/dhgkjU/btszcHywEGg/j8A1QLYB5XF6obdlfW7HM0/img.png" alt=""><figcaption><p>AOS_WorldOutliner</p></figcaption></figure>

Create this Blueprint Class Actor that inherited by "AOSA\_WorldOutliner" when you use AOSAC\_OutlineMulti.

&#x20;

Just Create One and Add it to Component default setting like below. ↓

You don't need to put it to the level.&#x20;

<figure><img src="https://blog.kakaocdn.net/dn/cqajM7/btsEVNhiDSx/0AmYK2k5JHBctfLM9XEGH1/img.png" alt=""><figcaption><p>AOSAC_OutlineMulti :&#x26;nbsp; After Creating this BP actor, add this class to your actor component Init setting "AOS PPVClass"</p></figcaption></figure>

&#x20;

&#x20;

***

{% hint style="warning" %}
If you are using "AOSAC\_OutlineMulti" Component, \
Please Don't forget to set "Custom Depth-Stencil Pass" option as "Enable with Stencil" in your project setting.

\
YourProject Settings > Engine - Rendering > Custom Depth-Stencil Pass.
{% endhint %}

<figure><img src="https://blog.kakaocdn.net/dn/bhiGSf/btsz6gmB1b7/QDvTvRkCkXjDIv8dqy8QkK/img.png" alt=""><figcaption><p>Project Settings</p></figcaption></figure>

&#x20;

This setting doesn't give any effect to AOSAC\_OutlineOverlay,

so you don't have to get back to default or change, once you set this option.&#x20;

***

Bind Function and Play!

<figure><img src="https://blog.kakaocdn.net/dn/bNzmBz/btsyTgihGhd/K1uPMg6svlwsqOkBdkKDUk/img.png" alt=""><figcaption><p>Example in Demo</p></figcaption></figure>

You can see the hidden actor's outline are scene over the blocked wall !

***

## <mark style="color:blue;">Default Classes</mark>

> **\<ActorComponent Class>**
>
> AOSAC\_OutlineOverlay
>
> AOSAC\_ OutlineMulti
>
> **\<Actor Class>**
>
> AOSA\_WorldOutliner


# Make Custom Preset

Optional : Outilne Color Preset

{% hint style="info" %}
**You wanna set color automatically? No problem!**
{% endhint %}

> Tag & Color Preset

If you want to create your own preset, follow the guide below!\
It's optional but it can save your time ! :)

You can also find the example usage in Plugin Demo Content :)<br>

## <mark style="color:orange;">1. Create Data Table for Preset in your Content Folder</mark>

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2FbF11vQlQjuQkQ1UL0g0s%2Fimg%20(11).png?alt=media&amp;token=39fc56ba-fa8e-47eb-97bd-e77ad326abc5" alt=""><figcaption><p>How To Create Preset</p></figcaption></figure>

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2FoLj23gNcmdZRYwONX9H7%2Fimg%20(12).png?alt=media&amp;token=4fd19d48-f3f3-4a30-8641-6cc100a0f06e" alt=""><figcaption><p>How To Create Preset</p></figcaption></figure>

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2FvIKKEhUbUYZfRUyQVkf4%2Fimg%20(13).png?alt=media&amp;token=25423862-ee03-424d-bfe5-62bbc8c27211" alt=""><figcaption><p>How To Create Preset</p></figcaption></figure>

***

## <mark style="color:orange;">2. Add to your AOS Component - That's All!</mark>

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2FeGOopekmUIhuYFXZChxh%2Fimg%20(14).png?alt=media&amp;token=e4a7d0e2-77a4-4975-818b-15ca54f81dca" alt=""><figcaption><p>Add to AOS Component > "Outline Global Data"</p></figcaption></figure>

Please notice that if you use Preset, the Outline Color Priority is on your Preset Data. If you don't need the preset, just leave your "Outline Global Preset" empty.


# Update Note : AOS

### **250620 LATEST UPDATE - AOS Available in UE 5.6**&#x20;

***

### **250427 VER. 1.1.1 LATEST UPDATE** Open Level Crash Error Fixed (UE 5.3 \~ 5.5)

Open Level Crash Error Fixed (UE 5.3 \~ 5.5)

### 240712 VER.1.1.0&#x20;

* Open Level Crash Error Fixed ( UE 5.2 \~ 5.4 )
* Outline Multi's internal logic for Nanite has been fixed.

***

### 240602 VER.1.0.9 UPDATE

* Pulse Outline material Added (UE 5.2 \~ 5.4)

### 240424 VER.1.0.8 UPDATE

* AOS Available in 5.4!

### 240403 VER.1.0.8 UPDATE

> Replicated system available in 5.1 \~ 5.4!

* Bug Fixed.
* Line Trace function fixed for client.

***

### 240313 VER.1.0.7 UPDATE

> AOS Network Replicated 5.1 \~ 5.2!

* Now we support network replication. You can use outline even in multiplayer game!
* Don't need hard time to setup for replication process with AOS.&#x20;

***

### 240216 VER.1.0.6 UPDATE

> AOS Line Trace 2 - Function Added!

* You can set Start Location.
* Camera Focus Option Added.
* Optimized Debugging with Line Trace Rate.

> Ignore Tag Added

Whenever you want to except the specific component or actor from outline, you can just add this tag.

***

### 240121 VER.1.0.5 UPDATE

* Line Trace & Sphere Trace Function improved

### 240102 VER.1.0.4 UPDATE

* Compatible with Nanite

### 231225 VER.1.0.3 UPDATE

* Sphere Trace Available & Create Your Own Tag Presets! Improved Stability

### 231215 VER.1.0.2 UPDATE

* ### Packaging Build Bug Fixed


# Teleportify

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2FOdfhMuWxdKKRqaRHiZ9g%2Fdfs%20(2).png?alt=media&amp;token=1662b73a-450a-4831-a1f5-c37465a5a777" alt=""><figcaption><p>Teleportify</p></figcaption></figure>

Welcome to Teleportify, your key to effortless teleportation in Unreal Engine! This code plugin simplifies the teleportation process, allowing both C++ coders and Blueprint users to seamlessly integrate teleportation into their projects. Based on the robust foundation of Lyra, Teleportify offers a cutting-edge teleportation system with enhanced features.<br>

UE MARKET PLACE LINK :

{% embed url="<https://www.unrealengine.com/marketplace/en-US/product/teleportify-advanced-teleport-system>" %}
UE Market Place Link
{% endembed %}


# Documentation

## <mark style="color:blue;">Guide</mark>

{% content-ref url="/pages/hOvocE7r22sAU66WZ0xb" %}
[How to Use Teleportify?](/ue-code-plugin/teleportify/documentation/how-to-use-teleportify)
{% endcontent-ref %}

{% content-ref url="/pages/rDCNJlwHUZzfDNAWsnJj" %}
[Customizing Teleport](/ue-code-plugin/teleportify/documentation/customizing-teleport)
{% endcontent-ref %}


# How to Use Teleportify?

Teleportify Documentation

## <mark style="color:orange;">DEMO</mark>

Engine > Teleportify Content > Plugin Content > Demo > Demo Level

<figure><img src="https://blog.kakaocdn.net/dn/cbzZTL/btsFiQQaLWl/cBRKzEAl6xIQHvQkmTnPnK/img.png" alt=""><figcaption><p>Plugin Content Demo</p></figcaption></figure>

<figure><img src="https://blog.kakaocdn.net/dn/8aOEo/btsFgPYQhyM/n37kgz6441QGMiiAn1xEbk/img.png" alt=""><figcaption><p>Demo Level</p></figcaption></figure>

***

## <mark style="color:orange;">Only Three Steps!</mark>

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2FTndwCrDuISsx1tY9UTIv%2Fimg.png?alt=media&amp;token=b9a8496c-dcae-4327-9dfb-5e82c218c329" alt=""><figcaption><p>1.How to Add Teleportify on Level</p></figcaption></figure>

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2F4Ldzm4k5iRiiUPghHY4e%2Fimg%20(1).png?alt=media&amp;token=334de9f1-cf35-40dd-a072-5e2fe358f72d" alt=""><figcaption><p>2.Add Where to Teleport</p></figcaption></figure>

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2FBJv3KFZAjh5Ew69JIdCH%2Fimg%20(2).png?alt=media&amp;token=022fa7d3-2ac2-40e1-927e-19f95dcd1df6" alt=""><figcaption><p>3.Check Teleport</p></figcaption></figure>

&#x20;

***

## <mark style="color:blue;">Default Classes</mark>

> #### \<Native Class>
>
> NativeTeleportifyActor ( ※ Parent class only for inheriting base class in code. Only for Internal logic in code)
>
> #### \<Actor Class>
>
> Teleportify\_Base  ( Teleporter Actor with Basic Function )
>
> Teleportify\_TransferableActor ( Transferable Actor class which you can use as default preset if needed )
>
> #### \<Interface Class>
>
> TeleportifyInterface  ( Interface that called when the teleport begin. Can be added to Actors )
>
> ####


# Customizing Teleport

Optional : Custom your own Teleport

## Customize Options

#### *" If you want to Custom Your Teleporter, No prob! "*

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2FOshhvLXwXJwUF1IZz0GU%2Fimg%20(3).png?alt=media&amp;token=1fbbfc17-282e-40f6-a011-9ca608143787" alt=""><figcaption></figcaption></figure>

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2F6pAHn52rjbNjEqijM0f3%2Fimg%20(9).png?alt=media&amp;token=0e3df329-3c81-4cce-909d-f2d455d23ff4" alt=""><figcaption></figcaption></figure>

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2FtDHEEfHOlBKI8S6T1WCH%2Fimg%20(4).png?alt=media&amp;token=9852f93d-316e-46a3-bace-d01e9b8f57a9" alt=""><figcaption></figcaption></figure>

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2FwViHXVyM5VlKb8wtCSk6%2Fimg%20(5).png?alt=media&amp;token=cf18e329-9fd2-4796-8aaa-c62095f4fa36" alt=""><figcaption></figcaption></figure>

***

### Default Runtime Options

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2Fmi8K6Jbw011GI3NGq8mi%2Fimg%20(6).png?alt=media&amp;token=978c0b0d-f189-4a1b-a512-e6a14996d1c3" alt=""><figcaption><p>▲  Here are quick description for basic teleport options!</p></figcaption></figure>

***

You can custom your teleport with Static Mesh or your own Teleport Niagara!

<figure><img src="https://971270191-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FMhjI6A02fVLfb1xnaMqr%2Fuploads%2Foy3F2cfiSYGXI2qPWPwF%2Fimg%20(8).png?alt=media&amp;token=10d9f744-925c-4b9c-acfa-8e8c939625ac" alt=""><figcaption></figcaption></figure>


# Update Note : Teleportify

### **250620 LATEST UPDATE - Teleportify Available in UE 5.6**&#x20;

***

### **240430 1.0.6**&#x20;

* Play Standalone Crash Issue Has Fixed.
* Duplicating Teleport BP in Level Bug Fixed. \
  (UE 5.1 has some engine bugs. Suggest you to use Latest Engine Version.)

***

### **240419 1.0.5 UPDATE**

* Teleport Character Function's parameter class has been changed **\[ "ACharacter" -> "APawn" ]**
* Now supports VR (Tested in Occulus Meta Quest 2)

### **240417 1.0.4 UPDATE**

* Windows Build File Issue Fixed. ( Issue Description : When opened packaged exe., Black screen and Not responding.)

### **240324 1.0.3 UPDATE**

* Delegate for "Teleportify\_Base" Actor Included.

***

### **240224 1.0.2 UPDATE**

* Additional Teleporter Niagara System Included.
* Overall System Logic Updated.
* Names of few Variables & Category Changed.
* Effect Setting Options Added.
* NativeTeleportifyActor.h C++ class added for further extend of system (※ Only for Internal logic in code ).
* FX Related Files Path had been changed. (\*To avoid complexity.)<br>


# BPTracker

{% embed url="<https://youtu.be/VVMlH1rZcqQ?si=LRhPfFMK9F0Ri-yj>" %}

*Applies to BPTracker 1.0 on Unreal Engine 5.0 – 5.8. Menu paths follow UE 5.8, but everything works the same way on older versions.*

Welcome! BPTracker keeps a diary for your assets. Every time you save a Blueprint, Material, Niagara System, Data Table — almost anything — BPTracker writes down exactly **what changed, when, and by whom**, and lets you browse it as a readable timeline. If you have ever opened a Blueprint and thought *"…who changed this, and what else did they touch?"* — this plugin is for you.

You don't need source control, and you don't need to change how you work. Install it, keep working as usual, and the history builds itself.


# What It Tracks ?

## Supported Assets & What It Tracks

<mark style="color:$warning;">**25+ asset types**</mark> <mark style="color:$warning;"></mark><mark style="color:$warning;">— plus any custom types derived from them (matching is inheritance-based).</mark>

### Supported Asset Types

#### 🔷 Blueprint family

Blueprint Class · Widget Blueprint · Animation Blueprint · Blueprint Interface · Function Library · Macro Library · Editor Utility Blueprint & Widget · custom Blueprint-derived types

#### 🔶 Material family

Material · Material Instance · Material Function · Material Function Instance · Material Layer · Material Layer Blend (+ instances)

#### 🔷 Niagara

Niagara System · Niagara Emitter (standalone assets)

#### 🔶 Animation

Anim Montage · Anim Sequence

#### 🔷 Cinematics

Level Sequence

#### 🔶 AI

Behavior Tree · Blackboard

#### 🔷 Data family

Data Asset — every `UDataAsset`-derived class (Primary Data Asset, your custom C++/BP data assets, third-party types) · Data Table (+ Composite Data Table) · Curve Float / Vector / LinearColor · Curve Table · String Table · User Defined Enum · User Defined Struct<br>

***

### <mark style="color:$warning;">What It Tracks</mark>

#### 🔷 Blueprints — regular, Widget, Anim

* Nodes, pins, comments — added / removed / changed, with collapsed subgraphs recursed
* Variables (type, default, category, flags, description) and function local variables
* Components — add / remove, class swap, reparenting
* Parent class, interfaces, macro graphs
* Widget BP: widget tree & properties, slots (position / anchors / padding), animations, bindings
* Anim BP: state machines, states, transition graphs

#### 🔶 Materials — 4 asset kinds

* **Material**: domain / blend mode / shading models / two-sided and other properties, usage flags, all 13 main input pins (which node feeds what), expression nodes with node-to-node rewiring, comment boxes, function-call references
* **Material Instance**: parent, 12 base-property override keys, 7 parameter kinds (Scalar / Vector / Texture / RVT / Font / Static Switch / Static Component Mask), PhysMaterial & Subsurface profile, Lightmass values
* **Material Function**: description, library exposure, full expression graph & connections, Input/Output node details
* **Material Function Instance**: parent function + 8 override kinds

#### 🔷 Niagara — System & standalone Emitter assets

* System-level and per-emitter properties (incl. interpolated spawning)
* Stack structure per stage — modules added / removed / enabled — and module input values
* Renderer properties in detail, per renderer
* Script ChangeId as a catch-all for anything deeper

#### 🔶 Animation

* **Montage**: slot segments, RateScale, sync groups, notify instances & their properties
* **Sequence**: RateScale, interpolation, additive settings & base pose, curves (key count + signature), raw key-data signature — detects keyframe edits themselves, sync markers, notifies

#### 🔷 Sequencer (Level Sequence)

* Playback range & frame rate, object bindings (possessables / spawnables), root & binding tracks, sections
* Per-channel keyframe signatures — knows which channel's keys changed

#### 🔶 AI

* Behavior Tree: composite / task / decorator / service nodes, per-node properties, root decorators
* Blackboard: keys + type details (base class, enum type)

#### 🔷 Data

* Data Asset: every editable property, nested structs included
* Data Table: row-and-field level, row renames collapsed into one entry
* Curves, Curve Tables, String Table entries, User Defined Enums & Structs

> **⚙️ On every asset type, always:** one diff entry per save (empty saves are never recorded) · created / renamed / deleted events · author & timestamp on every record · smart collapsing (deleting a component / subgraph / emitter / binding / BT subtree shows as one line, not fifty) · real editor names everywhere (GUIDs hidden) · double-click jump — exact node focus for Blueprint / Material / Sequencer tracks, editor-open for Niagara / Behavior Tree / Blackboard

\ <mark style="color:orange;">**Missing something?**</mark>&#x20;

<mark style="color:orange;">If an asset type or a detail you care about isn't tracked yet, tell us — suggestions are welcome and beta-user requests are first in line for the roadmap:</mark> <mark style="color:orange;"></mark><mark style="color:orange;">**<lv.stack.co@gmail.com> or Discord Channel**</mark>

Asset History Tracker (BPTracker) · UE 5.0–5.8 · Editor-only · © 2026 Dev Levy. All Rights Reserved.


# Documentation

## User Guide

***

### 1. Installation

#### What you need

* Unreal Engine **5.0 – 5.8** (Windows or macOS editor).
* Nothing else — BPTracker has no third-party dependencies.

#### Step by step

1. **Install the plugin.**
   * From Fab: install BPTracker to your engine through the Epic Games Launcher.
   * Manual copy: put the `BPTracker` folder into your project's `Plugins/` folder (create `Plugins/` next to your `.uproject` if it doesn't exist yet).
2. **Enable it.** In the editor, go to **Edit > Plugins**, type "BPTracker" in the search box, and tick **Enabled**.
3. **Restart the editor** when prompted. That's it — recording is on by default.

> ✅ **How to check it's working:** after the restart, open **Project Settings > Plugins > BP Tracker**. If you can see the BP Tracker settings page, the plugin is loaded and recording.

#### Two engine plugins BPTracker uses

Both are **standard Epic plugins that ship with the engine and are enabled by default**, so normally you don't have to do anything. They only matter if your project has turned them off:

| Plugin                    | What BPTracker uses it for                              | If it's disabled                                                                          |
| ------------------------- | ------------------------------------------------------- | ----------------------------------------------------------------------------------------- |
| **Level Sequence Editor** | Tracking Level Sequences and jumping to tracks/sections | Re-enable it in **Edit > Plugins** (category *Editor*) — Level Sequence tracking needs it |
| **Niagara**               | Tracking Niagara Systems and Emitters                   | Optional. BPTracker still works fine; only Niagara assets won't be tracked                |

#### Will this affect my game?

No. BPTracker is an **editor-only** plugin. It is automatically excluded from packaged/shipping builds — zero runtime cost, zero files in your shipped game.

***

### 2. Your First Five Minutes — a Hands-On Tour

The best way to understand BPTracker is to watch it catch one change. Try this:

1. Open any Blueprint in your project (or create a throwaway one).
2. Move a node, add a variable, or change a default value — anything.
3. **Save** the asset (Ctrl+S).
4. In the **Content Browser**, right-click that Blueprint and choose **View Change History**.

A history window opens with a fresh entry at the top. Expand it and you'll see lines like:

```
+ N|Branch@a1b2c3d4          (a node you added)
~ P|MyVariable.DefaultValue  Old: 0  New: 42
```

Now try these on the diff lines:

* **Hover** a line → a tooltip shows the full recorded key and values. If the line is *jumpable*, it highlights and shows a "double-click to jump" hint.
* **Double-click** a Blueprint node line → the Blueprint editor opens **focused on that exact node**. This works even days later, in a fresh editor session.
* **Right-click** a line → copies the raw key to your clipboard (handy for bug reports or searching).

That's the core loop: *save → history → jump*. Everything else is convenience on top.

> 💡 **Good to know:** BPTracker starts recording **from the moment it's enabled**. It cannot look back in time — changes made before installation are not recoverable. (Baselines are captured when an asset is first opened, so the very first save of an asset records a baseline rather than a diff.)

***

### 3. The Three Places to See History

#### ① One asset — Content Browser right-click

**Right-click any asset > View Change History.** Shows that asset's timeline only. If the history window is already open, it switches to the asset you clicked.

#### ② Everything — Tools menu

**Tools > Change History.** One merged timeline across *all* assets, newest first, with each entry prefixed by its asset name. This is the "what happened in the project today?" view. Use the search box to narrow it down — it matches both change text **and asset paths**, so typing `Player` finds every change to anything under a `Player` folder or named Player-something.

> ℹ️ You won't find Change History inside an asset editor's *Window* menu — that's intentional, to keep each view clearly scoped. Use the right-click for one asset, Tools for everything.

#### ③ Statistics — Change Dashboard

**Tools > Change Dashboard** (also in the main **Window** menu). A per-asset overview: how many changes, most recently changed, most frequently changed. It merges everything — current session, disk history, shared team history, and archives — so the numbers cover the full recorded lifetime of your project, even after editor restarts. Use **Refresh** to re-scan and **Run Archive Now** to tidy up old entries on the spot.

#### Filters in the history window

* **Search box** — filters by change text or asset path.
* **Changes only** — hides "asset created / renamed / deleted" event lines so you see only real content edits. (Saves that changed nothing are never recorded at all, so you'll never see empty entries.)
* **Days** — how far back to look (the default comes from the *Default Filter Days* setting).

***

### 4. Understanding the Diff Lines

BPTracker names things the way the editor does, so lines are readable without detective work:

| You'll see                      | It means                                                                             |
| ------------------------------- | ------------------------------------------------------------------------------------ |
| `ScalarParameter:Roughness`     | A material expression node, by type and parameter name                               |
| `Branch@a1b2c3d4`               | A Blueprint node (name + short id — the id only appears when two nodes share a name) |
| `Ch.Volume`                     | A Sequencer channel, by its channel name                                             |
| `Emitter\|Smoke.Stk\|SpawnRate` | A Niagara emitter's stack module                                                     |
| `op: +` / `-` / `~`             | Added / removed / modified                                                           |

Jumpable line types and where they take you:

| Line type                                    | Double-click opens                         |
| -------------------------------------------- | ------------------------------------------ |
| Blueprint node / pin / comment               | Blueprint editor, **focused on that node** |
| Material / Material Function node or comment | Material editor, **node selected**         |
| Sequencer track / section                    | Level Sequence editor, **track selected**  |
| Niagara emitter line                         | Niagara editor for that System/Emitter     |
| Behavior Tree / Blackboard line              | Behavior Tree editor                       |

If the target no longer exists (deleted, moved), you get a polite toast message instead of a crash — the history itself is never lost.

***

### 5. Settings, Explained

Everything lives in **Project Settings > Plugins > BP Tracker**. The defaults are sensible — most people only ever touch *Asset Types*.

#### Asset Types — what gets tracked

Each asset family has a **master checkbox** and indented **detail options** (greyed out until the master is on):

| Group            | Master                 | Detail options                                                                                                                  |
| ---------------- | ---------------------- | ------------------------------------------------------------------------------------------------------------------------------- |
| Blueprint        | Track Blueprint        | Components / Node Details / Macros — these detail options apply to *every* Blueprint kind, including Widget and Anim Blueprints |
| Widget Blueprint | Track Widget Blueprint | Properties / Slot / Animations / Bindings                                                                                       |
| Animation        | (three toggles)        | Anim Blueprint, Anim Montage, Anim Sequence + shared Notify Details                                                             |
| Material         | Track Material         | Properties / Input Connections / Expression Nodes / Material Instance / Material Function                                       |
| AI               | Track Behavior Tree    | BT Node Details (covers Blackboard too)                                                                                         |
| Data             | (seven toggles)        | Data Asset, Data Table, Curve, Curve Table, String Table, User Defined Enum, User Defined Struct                                |
| Niagara          | Track Niagara System   | Module Values / Renderer Details                                                                                                |
| Sequencer        | Track Level Sequence   | Section Details                                                                                                                 |

Turning a type **off** stops new recording for it — history already on disk stays and remains browsable. (Heads-up: the first save after switching *detail* options off compares against the previous, richer snapshot once, so you may see a single bulk "removed" entry. After that, silence.)

#### Recording — when saves get recorded

* **Enabled** — the global switch. Off means nothing is recorded anywhere.
* **Ignore Auto Save** *(default: on)* — editor auto-saves don't pollute your history.
* **Min Save Interval** — if you hammer Ctrl+S, only the first save in this window is recorded.
* **Track Save All** / **Max Save All Assets** — what happens when you hit "Save All" and 30 assets save at once: record them (up to the cap) or skip the burst.

#### Local History — your personal record *(default: on)*

Writes each asset's log to `<Project>/AssetChangeLogs/` — deliberately outside the volatile `Saved/` folder, so cleaning `Saved/` never destroys your history. **Local History Path** lets you move it (takes effect at next editor start).

#### Content History — for teams *(default: off)*

Also writes logs under `Content/`, right next to your assets. Commit them with your normal source control flow (Git/SVN/Perforce) and every teammate running BPTracker sees the combined history — including **who** made each change. On startup, shared logs sync into your local history automatically.

#### Performance

* **Async Write** *(default: on)* — log writing happens on a background queue: no editor hitches, no lost or garbled lines (the queue flushes on renames and editor shutdown).
* **Baseline Cache Size** — how many baselines stay in memory (LRU). Applied at next editor start.

#### Display

* **Page Size** — history entries per page.
* **Default Filter Days** — the initial "how far back" of the history window.
* **History / Dashboard Window Default Size** and a **Reset Window Sizes** button if you've dragged things somewhere unfortunate.

#### Archive — automatic housekeeping

History files grow forever unless you archive. With **Enable Archive** on:

* Entries older than **Archive Entries Older Than (Months)** move to an archive folder.
* **Force Archive When File Size Exceeds (MB)** additionally trims oversized live logs.
* **Archive Path** — where archived entries go (default `<Project>/AssetChangeLogs/_archive`, applied at next editor start).
* **Archive After Days (Test)** — a testing override; when > 0, the smaller of days/months wins.
* Archived entries disappear from the live History window but **still count in the Dashboard**.
* **Run Archive Now** runs a pass immediately.

#### Actions

* **Initialize All Baselines** — pre-captures baselines for every tracked asset in the project, so even the first save of an untouched asset produces a proper diff. Nice to run once right after installing. (Requires *Enabled* to be on.)
* **Clear All Baselines** — the factory reset: deletes all baselines, in-memory history, local logs, **and archived history** (including a custom archive path). A confirmation dialog lists everything that will be removed. **This cannot be undone** — export anything you care about first.

> 🔁 **Three settings need an editor restart**: *Local History Path*, *Archive Path*, *Baseline Cache Size*. The editor reminds you with a notice when you change them.

***

### 6. Console Commands

For automation or quick keyboard access (`~` console):

| Command                | Same as                                               |
| ---------------------- | ----------------------------------------------------- |
| `BPTracker.InitAll`    | Actions > Initialize All Baselines                    |
| `BPTracker.RunArchive` | Archive > Run Archive Now                             |
| `BPTracker.ClearAll`   | Actions > Clear All Baselines (asks for confirmation) |

***

### 7. Where Your Data Lives

* Each asset gets its own log file: `<AssetName>.changelog.jsonl` — plain-text **JSONL** (one JSON event per line, UTF-8). Easy to `grep`, diff, or parse in CI scripts.
* Default locations: `<Project>/AssetChangeLogs/` (local), `Content/` (shared, if enabled), `<Project>/AssetChangeLogs/_archive` (archive).

A real log line looks like this:

```json
{"t":"2026-04-14T12:34:56.000Z","sid":"...","a":"UserName","asset":"/Game/Foo.Foo","type":"Material","event":"save","d":[{"cat":"properties","key":"BlendMode","op":"~","old":"Opaque","new":"Translucent"}]}
```

`t` = timestamp, `a` = author, `d` = the list of diffs (`op`: `+` added, `-` removed, `~` modified). Field order isn't guaranteed — parse by key name.

***

### 8. FAQ & Troubleshooting

**Q. I saved an asset but nothing showed up.** Walk this checklist:

1. **Recording > Enabled** is on?
2. The asset's type toggle is on under **Asset Types**? (e.g. Data Table changes need *Track Data Table*.)
3. Did the save actually change anything? Zero-diff saves are never recorded — this is by design, not a bug.
4. Was it an editor auto-save? Those are skipped by default (*Ignore Auto Save*).
5. Was it part of a "Save All" burst with *Track Save All* off?

**Q. I can't find Change History in the asset editor's Window menu.** That's intentional — it lives in exactly two places: Content Browser **right-click** (one asset) and **Tools > Change History** (all assets). The Dashboard, on the other hand, *is* in the Window menu.

**Q. Double-clicking a Niagara module line opens the editor but doesn't select the module.** An engine limitation — the Niagara editor doesn't allow external code to select stack modules. BPTracker opens the correct System/Emitter; find the module by the name shown in the diff line.

**Q. My history is suddenly shorter!** Check whether Archive is enabled — old entries move to the archive folder (still visible in Dashboard statistics). They're not gone; look in `AssetChangeLogs/_archive`.

**Q. Do my teammates see my changes?** Only if **Content History** is enabled and you commit the generated log files under `Content/`. Local history is yours alone.

**Q. Can I track assets in a plugin folder or engine content?** BPTracker tracks project assets (`/Game/...`). Engine and plugin-mounted content is out of scope.

**Q. Does it slow the editor down?** Recording happens at save time against an in-memory baseline, and writing is asynchronous. In normal use you shouldn't notice it. If you work with thousands of huge assets, you can trim *Asset Types* down to what you care about.

**Q. How do I completely start over?** **Actions > Clear All Baselines** (read the dialog!), or delete `<Project>/AssetChangeLogs/` while the editor is closed.

***

### 9. Support

Questions, bug reports, feature requests — we're happy to hear from you:

* 📧 **<lv.stack.co@gmail.com>**
* [**Discord Channel**](https://discord.gg/jCJy4At9p)

To help us help you fast, include:

1. Your engine version (e.g. 5.8.0) and BPTracker version,
2. The asset type involved,
3. What you expected vs. what happened,
4. If possible, the relevant `.changelog.jsonl` file from `<Project>/AssetChangeLogs/`.

***

Copyright 2026 Dev Levy. All Rights Reserved.


# Plugin Settings

## <mark style="color:$primary;">**BPTracker - Plugin Settings Reference**</mark>

> <mark style="color:$warning;">**You don't need to configure all of this.**</mark> \
> BPTracker works out of the box with sensible defaults — this page is a *reference* for when you want to fine-tune something, not a setup checklist. \
> *<mark style="color:$warning;">Most users only ever touch two things: the</mark> <mark style="color:$warning;"></mark><mark style="color:$warning;">**Asset Types**</mark> <mark style="color:$warning;"></mark><mark style="color:$warning;">checkboxes and their</mark> <mark style="color:$warning;"></mark><mark style="color:$warning;">**Author Name**</mark><mark style="color:$warning;">.</mark>*<br>
>
> Location: **Project Settings > Plugins > BP Tracker**. Stored in `Config/DefaultBPTracker.ini` (project-shared), except where noted.

### Asset Types

Master toggles enable tracking for an asset family; indented sub-options add per-save detail and are disabled while their master is off. Turning any toggle off stops **new** recording only — existing history stays browsable.

#### <mark style="color:blue;">Blueprint group</mark>

| Setting               | Default | What it does                                                                                                                                        |
| --------------------- | ------- | --------------------------------------------------------------------------------------------------------------------------------------------------- |
| Track Blueprint       | On      | Records Blueprint saves: variables, graphs, parent class, interfaces, node counts                                                                   |
| Track BP Components   | On      | Component list changes — add/remove, class swap, reparenting                                                                                        |
| Track BP Node Details | On      | Individual nodes, pins, and comments (enables node-level diffs and jump). Applies to **every** Blueprint kind, including Widget and Anim Blueprints |
| Track BP Macros       | On      | Macro graph changes. Also applies to all Blueprint kinds                                                                                            |

#### <mark style="color:cyan;">Widget Blueprint group</mark>

| Setting                 | Default | What it does                                     |
| ----------------------- | ------- | ------------------------------------------------ |
| Track Widget Blueprint  | On      | Records Widget Blueprint saves (widget tree)     |
| Track Widget Properties | On      | Per-widget property values                       |
| Track Widget Slot       | On      | Slot/layout changes (position, anchors, padding) |
| Track Widget Animations | On      | Widget animation additions/changes               |
| Track Widget Bindings   | On      | Property binding changes                         |

#### <mark style="color:orange;">Animation group</mark>

| Setting                   | Default | What it does                                                         |
| ------------------------- | ------- | -------------------------------------------------------------------- |
| Track Anim Blueprint      | Off     | AnimGraph state machines, states, transition graphs                  |
| Track Anim Montage        | On      | Slot segments, RateScale, sync groups                                |
| Track Anim Sequence       | On      | RateScale, interpolation, curves, sync markers, raw-key signature    |
| Track Anim Notify Details | On      | Notify instances and their properties (shared by Montage & Sequence) |

#### <mark style="color:green;">Material group</mark>

| Setting                    | Default | What it does                                                                  |
| -------------------------- | ------- | ----------------------------------------------------------------------------- |
| Track Material             | On      | Records Material saves                                                        |
| Track Material Properties  | On      | Blend mode, shading model, two-sided, and other material properties           |
| Track Material Inputs      | On      | Main input pin connections (BaseColor, Roughness, …)                          |
| Track Material Expressions | On      | Expression nodes, node-to-node rewiring, comments (enables node jump)         |
| Track Material Instance    | On      | Parent, overrides, scalar/vector/texture/RVT/font parameters, static switches |
| Track Material Function    | On      | Function description/exposure, expressions, function instances                |

#### <mark style="color:violet;">AI group</mark>

| Setting               | Default | What it does                                                    |
| --------------------- | ------- | --------------------------------------------------------------- |
| Track Behavior Tree   | On      | Behavior Tree node structure (+ Blackboard keys)                |
| Track BT Node Details | On      | Per-node property values, root decorators, Blackboard key types |

#### <mark style="color:pink;">Data group</mark>

| Setting                   | Default | What it does                                                  |
| ------------------------- | ------- | ------------------------------------------------------------- |
| Track Data Asset          | On      | All editable properties of Data Assets (incl. nested structs) |
| Track Data Table          | Off     | Row-level changes — add/remove/modify rows and cell values    |
| Track Curve               | On      | Curve asset key data                                          |
| Track Curve Table         | Off     | Curve table rows                                              |
| Track String Table        | On      | String table entries                                          |
| Track User Defined Enum   | Off     | Enumerators and display names                                 |
| Track User Defined Struct | Off     | Members, types, defaults                                      |

#### <mark style="color:orange;">Niagara group</mark>

| Setting                        | Default | What it does                                                  |
| ------------------------------ | ------- | ------------------------------------------------------------- |
| Track Niagara System           | On      | System/emitter-level changes (also standalone Emitter assets) |
| Track Niagara Module Values    | On      | Stack module input values per stage                           |
| Track Niagara Renderer Details | On      | Renderer property values                                      |

#### <mark style="color:red;">Sequencer group</mark>

| Setting                         | Default | What it does                                       |
| ------------------------------- | ------- | -------------------------------------------------- |
| Track Level Sequence            | On      | Playback range, bindings, tracks                   |
| Track Sequencer Section Details | On      | Section properties and keyframe channel signatures |

**Note on defaults:** a few types default to Off (Anim Blueprint, Data Table, Curve Table, User Defined Enum/Struct) because they can be save-heavy in some pipelines. Flip them on if you use them.**One-time effect:** switching a *detail* option off makes the next save compare once against the previous richer snapshot — you may see a single bulk "removed" entry, then it goes quiet.

### <mark style="color:$warning;">Recording</mark>

| Setting             | Default   | What it does                                                                                                                                                                                                                      |
| ------------------- | --------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Enabled             | On        | Master switch for all recording. Off = nothing records (existing history kept, viewers still work)                                                                                                                                |
| Author Name         | *(empty)* | The name written into each record's author field. Empty = your machine account name. **Per-user**: stored in your personal editor ini, never in the shared project config — so one teammate's name can't stamp everyone's records |
| Min Save Interval   | 2.0 s     | Debounce: repeat saves of the same asset within this window are recorded once                                                                                                                                                     |
| Ignore Auto Save    | On        | Editor auto-saves are not recorded                                                                                                                                                                                                |
| Track Save All      | Off       | Whether a "Save All" burst (3+ assets saving within \~0.5 s) is recorded at all                                                                                                                                                   |
| Max Save All Assets | 10        | Cap on how many assets one Save All burst may record (when Track Save All is on)                                                                                                                                                  |

### <mark style="color:$warning;">Local History</mark>

| Setting              | Default             | What it does                                                                                                                        |
| -------------------- | ------------------- | ----------------------------------------------------------------------------------------------------------------------------------- |
| Enable Local History | On                  | Writes per-asset logs to `<Project>/AssetChangeLogs/` — survives editor restarts, deliberately outside the volatile `Saved/` folder |
| Local History Path   | *(empty = default)* | Custom log location. ⚠ Applied at next editor start                                                                                 |

### <mark style="color:$warning;">Content History</mark>

| Setting                | Default | What it does                                                                                                                                                                                                    |
| ---------------------- | ------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Enable Content History | Off     | Additionally writes logs under `Content/` next to assets, so history can be committed and shared through source control (team timeline, author names included). On startup, shared logs sync into local history |

### <mark style="color:$warning;">Performance</mark>

| Setting             | Default | What it does                                                                                                                  |
| ------------------- | ------- | ----------------------------------------------------------------------------------------------------------------------------- |
| Async Write         | On      | Log writing goes through a serialized background queue — saves never wait on disk; flushed on rename and editor shutdown      |
| Baseline Cache Size | 50      | How many asset snapshots stay in memory (LRU). Evicted entries reload from disk transparently. ⚠ Applied at next editor start |

### <mark style="color:$warning;">Display</mark>

| Setting                       | Default    | What it does                                                                                               |
| ----------------------------- | ---------- | ---------------------------------------------------------------------------------------------------------- |
| Page Size                     | 20         | History entries per page                                                                                   |
| Default Filter Days           | 7          | Initial time window of the History view                                                                    |
| History Window Default Size   | 1440 × 900 | Floating History window size (manual resizes are remembered separately)                                    |
| Dashboard Window Default Size | 1200 × 780 | Floating Dashboard window size                                                                             |
| *Reset Window Sizes* (button) | —          | Restores factory sizes and clears remembered manual resizes; applies to an open History window immediately |

### <mark style="color:$warning;">Archive</mark>

| Setting                                   | Default             | What it does                                                                                                                                                                          |
| ----------------------------------------- | ------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Enable Archive                            | Off                 | Automatic housekeeping: moves old entries out of live logs into the archive folder. Archived entries leave the live History view but still count in the Dashboard; files stay on disk |
| Archive Entries Older Than (Months)       | 6                   | Age cutoff                                                                                                                                                                            |
| Archive After Days (Test)                 | 0 (off)             | Testing override in days; when > 0 the smaller of days/months wins                                                                                                                    |
| Force Archive When File Size Exceeds (MB) | 10                  | Oversized live logs get their oldest entries archived regardless of age                                                                                                               |
| Archive Path                              | *(empty = default)* | Default `<Project>/AssetChangeLogs/_archive`. ⚠ Applied at next editor start                                                                                                          |
| *Run Archive Now* (button)                | —                   | One-shot archive pass                                                                                                                                                                 |

### <mark style="color:$warning;">Actions</mark>

| Button                   | What it does                                                                                                                                                                                                                                                                        |
| ------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Initialize All Baselines | Pre-captures snapshots for every tracked asset (normally taken when an asset is first opened). Shows a progress dialog — `Baseline 137/2450 (5%): AssetName` — with **Cancel** (keeps what's done so far). Assets of disabled types are skipped without loading. Requires *Enabled* |
| Clear All Baselines      | Deletes all baselines, in-memory history, local logs, **and archives** (custom archive path included) after a confirmation that lists everything. **Irreversible**                                                                                                                  |

### Console command equivalents

`BPTracker.InitAll` · `BPTracker.RunArchive` · `BPTracker.ClearAll` · `BPTracker.History` (opens the History window)

### Settings that require an editor restart

**Local History Path · Archive Path · Baseline Cache Size** — applied at editor startup; the editor shows a notice when you change them. Everything else applies immediately.<br>

> If a setting doesn't behave the way this page says, or you're unsure which option fits your project, just email <mark style="background-color:yellow;">**<lv.stack.co@gmail.com>**</mark> or visit [**Discord Channel**](https://discord.gg/jCJy4At9p)— include your engine version and the asset type involved, and we'll get back to you. \
> During beta, bug reports are fixed with priority.

BPTracker · UE 5.0–5.8 · Editor-only · Support: <lv.stack.co@gmail.com> · © 2026 Dev Levy. All Rights Reserved.


# Update Note : BPTracker

### **260905 Beta Released**

* Beta version of Asset History Tracker Released!


# Contact Us

**If you got a question or problem,**\
**Fastest Way to get Support! Join our** [**Discord Server**](https://discord.com/invite/jcGWnsamn2) **!**&#x20;

## <mark style="color:orange;">**SUPPORT  & UPDATES**</mark>

**Discord** :  [**Discord Server**](https://discord.com/invite/jcGWnsamn2)\
**Email :** <lv.stack.co@gmail.com><br>


