Export
The export walks the folders you choose and writes one text file per asset, plus an index of all of them. It loads the assets to read them but never changes or saves one.
Running it
Tools > AI Editor Tools > Export... opens a window with three parts:
- Folders - a tree of every content root. On the first run your project's own content is ticked (
/Gameand the plugins inside the project); engine content is listed but not ticked. Tick a folder to export it and everything below it. The window remembers your choice. - Output folder - where the files go. Default
graphsbeside the.uproject. A folder inside the project is stored relative to it. - Options - Include comments (graph and node comments as
;lines), Strip defaults (leave out trailing arguments that are still at their default) and Overwrite (off: keep files from an earlier run, so an interrupted export resumes).
What it writes
| File | Contains |
|---|---|
*.bp.txt | A Blueprint: its components and widget tree, variables, dispatchers, then every graph, collapsed graphs included |
*.enum.txt | A user enum: entries, display names, descriptions |
*.struct.txt | A user struct: members, types, defaults, descriptions |
*.data.txt | A data asset, input action or mapping context: its properties |
_assets.txt | Every other asset (meshes, materials, sounds...), listed with its class and description |
_index.json | One row per file: file, package, kind, parent class |
codex.json | The index of every Blueprint, member, signature and description, as JSON |
_pseudocode_report.json | Counts, and the node classes the exporter does not understand yet |
The files mirror the content folders, so /Game/UI/WBP_Menu becomes UI/WBP_Menu.bp.txt. The format
is described on Export format.
Narrowing an export
Ticked folders are exact: /Game/UI exports that folder and its subfolders, not /Game/UI_Old.
For a permanent filter use Project Settings > Plugins > Codeable AI Editor Tools: Include Substrings and
Exclude Substrings match any part of a package path, and Content Roots limits the mounts the
window offers.
Authored descriptions
Some things have no description field in the editor: an override of an engine event, a mesh, a sound
cue. Description Files in the settings takes JSON files of such texts, a flat map of
"Folder|Asset|Kind|Name" or "Any|Folder|Name" to text, and the export prints them where they belong.
From the console or a script
The console command CodeableAI.Export runs the export with the settings and no window. From
Python or an Editor Utility Blueprint, call Export Pseudo Code and Export Index Filtered on the
CodeableAIExport library (Python: unreal.CodeableAIExport.export_pseudo_code(...)).