Add a blueprint exporter for claude code
This commit is contained in:
@@ -86,6 +86,10 @@ Blueprints call into Lua via two mechanisms:
|
||||
|
||||
Look-at widgets, hotkeys, and menus are built on top of this. The menu system is implemented entirely in "user space" Lua and blueprint code. See `Docs/Displaying Widget Blueprints.md`.
|
||||
|
||||
## Blueprint Text Export
|
||||
|
||||
Blueprints are automatically exported to readable text files in `Saved/BlueprintExports/` whenever they are saved in the editor. This lets Claude Code read blueprint logic. See `Docs/Blueprint Text Export.md` for format details. Source: `Source/Integration/BlueprintExporter.h/.cpp` and `Source/Integration/Integration.cpp`.
|
||||
|
||||
## Key Documentation
|
||||
|
||||
- `Docs/Predictive Reexecution.md` — how the four world models stay in sync
|
||||
@@ -99,9 +103,11 @@ Look-at widgets, hotkeys, and menus are built on top of this. The menu system is
|
||||
- `Docs/Global Variables.md` — different types of global data and their transmission rules
|
||||
- `Docs/Correct Implementation of Blocking Operations and NoPredict.md` — how to handle blocking ops
|
||||
- `Docs/Difference Transmission with Threads.md` — why concurrent diff transmission is hard
|
||||
- `Docs/Blueprint Text Export.md` — how blueprints are auto-exported to readable text
|
||||
|
||||
## Blueprint Coding Conventions
|
||||
## Coding Conventions
|
||||
|
||||
- Do not use static functions in Unreal code. Use class methods or namespace-scoped functions instead.
|
||||
- When writing UFUNCTIONs that take an `AActor*`, `UObject*`, or similar "self" parameter, add `DefaultToSelf` meta to that pin. Most functions should have this on the obvious pin so the user doesn't have to manually wire it in blueprints.
|
||||
|
||||
## Session Startup
|
||||
|
||||
Reference in New Issue
Block a user