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The short answer is no.
The only way that I know of is to do a visual inspection of the layout after hiding the particular layer to see what has vanished.
I can see that such a list can be useful for quickly identifying problems such as objects accidentally assigned to the wrong layers.
I would suggest posting this in the suggestion forum.
I think what he is asking, and I also think this would be a handy tool in route/session development, would be something like:-
- Right Mouse Click on a layer in the Layers Palette (currently this opens a menu with "Delete", "Rename", "Merge Up" options - with "Edit" instead of "Merge Up" for Effect layers)
- Select a new option (probably only for non-effect layers) "List Assigned Assets" (or similar)
This option would produce a list of assets (Name, KUID, Type) of all the assets assigned to that layer.
My suggestion anyway.
Tony is correct. Having a list of "assets" used on a layer is useless unless you just want to add them to a pick list.
Let's keep this simple. You place a tree on a layer. That is an instance of the tree object. By placing it on the layer, it acquire certain properties that are unique to only that instance, like location in 3D space, rotation, which layer the instance is on. Place a second tree at a different spot and that instance will have different properties. It will also have a different internal identifier so the game engine can place it correctly when loaded. Each will reference the original object. This is how the bulk replace tool works. It simply changes the reference to a different asset of each instance leaving the location, rotation and layer values untouched.
What you're asking for is a version of the bulk replace tool that is restricted to moving instances of assets from one layer to another layer. You would choose the layer where the erroneously placed instances appear in the tool. Then build a list of the referenced assets to be moved and choose the target layer. The tool simply changes the layer property of each instance to the new layer.
The programming logic would be something like for each referenced asset which has instances on layer A change the layer property to be layer B.
Try reading beyond the first sentence of my post. I know what you are asking for and suggested the only way you're going to get it. My way makes use of existing programming with only a slight change to the interface. You are implying that a whole new interface be created.