Asset Compare
See exactly how two Blendable assets differ, side by side, and copy the settings you want from one to the other.
Once you have a dozen Rigs, "how does the survival-horror aim Rig actually differ from the default one?" stops being answerable by opening both and scrolling. Asset Compare answers it.
Using it#
- 1
Open it.
The Blendable button on the main toolbar, or Tools → Blendable.
- 2
Pick two assets.
Rigs, Presets, shakes, Lock-On Presets: anything Blendable, as long as both are the same kind.
- 3
Read the differences.
Every setting that disagrees is listed, grouped the way the details panel groups them, with both values side by side.
- 4
Copy what you want.
Tick the rows (a heading takes everything under it) and press Import.
The import is one undo step, and the panel checks the result straight away and tells you if it no longer passes, for example if you brought aim settings across without the pitch limits that went with them.
Values are copied, not linked: editing the source afterwards leaves the other asset alone. It's editor-only, so it can't affect a packaged game.
Go deeperWhat it won't copy, and why
Anything the details panel hides, and anything that owns a sub-object, such as a hook's action. Copying that would leave two assets sharing one action object, so editing it through either would change both. Copying those properly means duplicating the sub-object, which is worth doing on purpose rather than by accident.
To carry a whole asset across, a hook's actions and all, use Copy Or Paste The Whole at the foot of its panel instead: a hook's action comes across as a copy of its own.
It also doesn't create, rename or directly edit assets. The content browser and the details panel already do that, and a tool that half-copies them is a tool with two ways to do everything.
Go deeperWhich assets it offers
Only Blendable's own asset types, decided by which module declared the class rather than by a list of names, so a type added later appears automatically and the rest of your project's data assets stay out of the way. Blueprint subclasses of a Blendable type count too. Pick two unrelated kinds and it says so rather than showing an empty list.
With Only show differences on, ticking a heading takes only the rows that actually differ, so the count on the Import button means something.