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出品Asset Context Exporter For AIのメディア1

説明

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.

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