> For the complete documentation index, see [llms.txt](https://docs.devlevy.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.devlevy.com/ue-code-plugin/bptracker/what-it-tracks.md).

# 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.
