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Export format

Every file is plain UTF-8 text, meant to be read by people and by language models. It is a readable view of the project, not a format that compiles back into Blueprints.

A Blueprint file

# WBP_Overlay_Confirm : WBP_Base
# /AdvancedFrameworkPro/AFS_UI/Utils/Overlay/Widgets/WBP_Overlay_Confirm
## declarations
widget WBP_Button_No : WBP_Button_Normal_C   ; exposed as variable
widget WBP_Button_Yes : WBP_Button_Normal_C   ; exposed as variable
dispatcher OnButtonClicked(Confirm: bool)
  ;; Fires when the confirmation overlay is answered.
## EventGraph
event WBP_Button_No.OnPressed(Button : WBP_Button)
  ;; Handler for the deny button.
  Call On Button Clicked false
  CloseWidget

codex.json

One JSON object:

KeyContents
codex_version, generated, engine, projectWhat produced the file and when
rootsThe content roots that were walked
assetsOne object per Blueprint
enums, structsOne object per user enum and struct

Each asset carries package_path, mount_root, relative_path, asset, parent, blueprint_type, description, implements, components, imports and members. Each member has kind (variable, function, event, macro), name, params, returns, type, default, category, tooltip, replication and access flags, meta (every metadata key), and inherited when the text comes from a parent class or interface rather than the asset.

Comparing two exports

codex_diff.py, in the plugin's Content/Python/codeable_ai_editor_tools, compares two codex.json files and writes a Markdown draft: assets added, removed or moved; parent and interface changes; members added, removed or changed in signature (breaking changes first); enum entries and struct members; and how many descriptions changed.

python codex_diff.py old/codex.json new/codex.json --out CHANGES.md

In the editor an assistant calls the same through CodexTools.diff_exports.