---
title: Export
product: Codeable AI Editor Tools
version: 1.1
engine: Unreal Engine 5.8
updated: 2026-11-01
canonical: https://docs.human-codeable.com/ai-editor-tools/export.html
---

# 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 (`/Game` and 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 `graphs` beside 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](format.html).

## 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(...)`).
