
الوصف
Asset Context Exporter For AI- Full Project Exporter for LLMs.
Stop explaining your project to AI. Let it read it directly.
Claude, ChatGPT, and Gemini don't know your project. They know Unreal Engine
generically — documentation, forums, tutorials. When you ask them to help with
your specific Blueprint, they guess variable names, ignore your existing
interfaces, and generate code that doesn't fit your architecture. That's AI Slop:
technically valid, contextually useless.
This plugin exports your entire Unreal Engine project — or any specific subsystem
— into structured JSONL files that any LLM can read directly. Drop them into any
chat and your AI assistant knows your actual codebase: real variable names, real
execution flows, real component hierarchies.
WHAT ACTUALLY GETS EXPORTED
Most exporters dump variable names and call it a day. This one goes further:
▸ BLUEPRINTS
Full execution flow AST — not just node names, but what calls what, in what order,
with what inputs. Pure math nodes (Add, Multiply, Compare) expanded inline. Hard
cast count as coupling metric. Spaghetti Index flag for graphs over 300 nodes.
Component topology, socket data, ChildActor template overrides.
For Widget Blueprints: full widget tree, all properties, UMG animation tracks,
and dynamic property bindings.
For Anim Blueprints: AnimGraph node structure + EventGraph logic.
▸ AI & BEHAVIOR
Behavior Trees exported as full recursive ASTs — decorators, services, and tasks
with all properties. EQS queries embedded inline where referenced. Blackboard keys
and types. State Trees with property bindings and editor topology.
▸ MATERIALS
Complete mathematical AST traversal — every node, every input connection,
reroute nodes resolved transparently. Material Functions with expression graphs.
Material Instances with all scalar, vector, and texture parameter overrides
plus parent material data.
▸ WORLD LEVELS
Every actor: transforms, all non-default properties, full component list.
World Settings and World Partition metadata. Deep World Load option for
full Partition actor resolution.
▸ AUDIO
MetaSound: full DSP graph node structure. SoundCue: recursive node tree.
▸ ANIMATIONS
Sequences: play length, all notifies, bone tracks list, float curve metadata.
Montages: sections with links, slot names. Level Sequences: MovieScene tracks.
▸ INPUT
Every Enhanced Input Mapping with modifiers and trigger conditions. Input
Actions with their value type AND which Blueprints in your project use them.
▸ DATA
DataTables: every row, every column value. CurveTables: all time/value pairs.
StringTables: all localization keys. Primary Data Assets with full reflection data.
▸ SOURCE CODE & CONFIG
Full .cpp, .h files. All .ini configurations. Optional plugin source inclusion.
Automatic TODO/FIXME/BUG/HACK extraction into a dedicated Technical Debt report.
▸ ARCHITECTURE GRAPH
Dependency map between assets — see what couples to what, find circular
dependencies, understand your project's structural health.
THREE WAYS TO USE IT
1. CHAT CONTEXT (Immediate)
Export → drag JSONL file into Claude, ChatGPT, or Gemini → ask specific
questions about your project. No API key needed. No subscription. Works offline.
Use the scope filter to export just /Game/Combat when that's all you need.
2. RAG PIPELINES (Persistent)
The Monolithic JSONL export is production-ready for LangChain, LlamaIndex,
and any vector database. Build a searchable knowledge base of your project
that any internal LLM tool can query by relevance — without retraining anything.
3. FINE-TUNING DATA PREPARATION (Advanced)
For studios with ML infrastructure, the structured exports are correctly
formatted for fine-tuning dataset preparation.
VS EMBEDDED COPILOTS
Copilots see what's open right now. This plugin exports what you need, when you
need it — in full, at project scale — for any AI tool you already use. No vendor
lock-in. No subscription. No need for terminal commands. No code sent to a third-party server unless you choose to.
These tools are complementary: use this plugin to give your AI deep architectural
understanding, then use a copilot for fast in-editor suggestions.
ANALYTICS DASHBOARD
Every export generates an interactive in-editor dashboard: module size breakdown,
memory distribution pie chart, top 20 most complex Blueprints (by node count),
most referenced assets, Spaghetti Index scores, Technical Debt summary (naming
violations, hard references, orphan assets, TODO count). Loadable from any
previous export — useful even without an active LLM workflow.
⚠ LIMITATIONS — PLEASE READ BEFORE BUYING
TEXT DATA ONLY: No .wav, .mp3, .png, .fbx, or any binary media. "VFX & Materials"
and "Audio" export structural data and parameters — not the actual media files.
ASSET RESOLUTION: Unsaved, corrupted, or orphaned assets may not resolve at export
time. Exact 1:1 match with Content Browser count is not guaranteed.
WORLD LEVELS COST: Enabling World Levels significantly increases export time and
memory overhead. Deep World Load (full Partition resolution) multiplies this cost further.
HARDWARE DEPENDENCY: NVMe SSDs outperform SATA/HDD significantly. Export cannot
run while the engine is compiling shaders or building DDC.
LANGUAGE SUPPORT: UI adapts font rendering for Latin-script languages (en, es, fr,
de, pt, it, pl, tr, nl). JSONL output keys and folder structure are always English
for AI parser compatibility.
WINDOWS 64-BIT ONLY.
TECHNICAL SPECIFICATIONS
Supported Platforms: Windows 64-bit
Supported Engine Versions: 5.5, 5.6, 5.7
Required Plugins: Niagara, MetaSound, Enhanced Input, StateTree
Reference metrics (AMD Ryzen 7 5700X3D, 32GB RAM, SATA SSD, UE 5.7.4):
Full project export, Deep World enabled, Delta Serialization disabled.






