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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:

What it writes

FileContains
*.bp.txtA Blueprint: its components and widget tree, variables, dispatchers, then every graph, collapsed graphs included
*.enum.txtA user enum: entries, display names, descriptions
*.struct.txtA user struct: members, types, defaults, descriptions
*.data.txtA data asset, input action or mapping context: its properties
_assets.txtEvery other asset (meshes, materials, sounds...), listed with its class and description
_index.jsonOne row per file: file, package, kind, parent class
codex.jsonThe index of every Blueprint, member, signature and description, as JSON
_pseudocode_report.jsonCounts, 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(...)).