A game asset manager for Unreal Engine

Every pack you own in one library, licenses recorded, and a copy into an Unreal project in the format it expects with the credits written for you.

Recognized by

the project’s .uproject file

Assets land in

Content/ThirdParty

Models arrive as

FBX, which Unreal imports directly

What linking a Unreal Engine project does

You point Tessera at the project folder once. It recognizes it by the project’s .uproject file, and from then on the project has a page of its own listing everything that has been copied into it, grouped by the pack it came from.

Copying is always a real copy, never a link, so the project builds on a computer that has never heard of Tessera. Before anything is written you are shown what is going: how many assets and files, how big, and the exact folder they will land in. Assets are only ever copied into a game, never moved, because the library has to keep the pack whole for the record to mean anything.

Alongside the files it writes CREDITS.md, rebuilt from the record every time, with the packs that ask for credit first and the rest listed as thanks. You never write that file, and it is never out of date.

A linked project in Tessera, listing everything copied into it, grouped by pack.

If the project already has assets in it

Most Unreal Engine projects are not new. Content is already full, scenes already point at those paths, and copying the same assets in again would give you a second copy at a new path that nothing references.

So Tessera can recognize what is already there instead. Choose Find assets already here, name a folder, and it matches what it finds against your library by content rather than by name. What matches is recorded at the path the project already uses. Nothing is copied, nothing moves, no path changes, and the credits file then covers what the game actually ships.

An asset you re-exported, edited or converted will not match, because it is no longer the file the license was recorded against. That is deliberate.

The things people ask

Does it create .uasset files?

No, and it should not. Tessera copies the source files into Content, and Unreal imports them into .uasset on its own terms, which is the only way the import settings you choose survive.

Which format do models arrive in?

FBX, with the textures and materials a model depends on copied alongside it.

What about assets bought from Fab or the marketplace?

Tessera will happily keep them in the library alongside everything else and record what their license permits. Be aware that store licenses are usually per seat and usually forbid redistributing the asset in a form another developer could reuse, which is a rule about your public repository rather than about your shipped game.

Free, open source, and it runs on your machine

No account, no server, no telemetry. The library is an ordinary folder you can read without it.

Download TesseraVersion 0.1.0 for macOS, Windows and LinuxHow games work

Also for Unity and Godot, and any other folder.