Add a blueprint exporter for claude code
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Docs/Blueprint Text Export.md
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Docs/Blueprint Text Export.md
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# Blueprint Text Export
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Blueprints are stored as binary `.uasset` files that Claude Code cannot read directly. To work around this, a text exporter automatically converts blueprint graphs to readable text files whenever a blueprint is saved in the Unreal editor.
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## How It Works
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The game module (`FlxIntegrationModuleImpl` in `Source/Integration/Integration.cpp`) hooks into `UPackage::PackageSavedWithContextEvent`. When a blueprint is saved, it iterates each `UEdGraph` in the blueprint and runs `FlxBlueprintExporter` on it. The output is written to `Saved/BlueprintExports/<BlueprintName>/<GraphName>.txt`.
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The exporter class (`Source/Integration/BlueprintExporter.h/.cpp`) processes one graph at a time. The constructor runs all passes and the result is available via `GetOutput()`.
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## Output Format
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Each file has two sections:
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**NodeList** maps readable node names to GUIDs:
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```
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NodeList:
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Event_Tick = 44BAE739C72246DD9E9A72803C3B67CA
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Set_Tick_Delta_Seconds = 204486800C0C4906A456A378F9F7ADE4
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```
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**Graph** shows the flow with pins and connections:
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```
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Graph:
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Event_Tick
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return Output_Delegate,Delta_Seconds
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goto Set_Tick_Delta_Seconds
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Set_Tick_Delta_Seconds
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Real Tick_Delta_Seconds = Event_Tick.Delta_Seconds
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return Output_Get
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goto CallFunctionByName
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```
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- Input data pins: `Type Name = Source` where Source is a `Node.Pin` reference, a literal value, `<self>`, or `<default>`.
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- Output data pins: `return Pin1,Pin2`.
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- Exec flow: `goto Target` (single output), `goto Target if PinName` (multiple outputs), or `then goto`/`else goto` (branch nodes).
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- String defaults are shown in quotes.
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- Variable get nodes are inlined (the variable name appears directly at the point of use).
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- Comment nodes appear as `// comment text`.
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- Knot (reroute) nodes are followed through transparently.
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## Node Ordering
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Nodes are sorted by a traversal algorithm: find starter nodes (exec output but no exec input), sort them by Y position, then traverse each. The traversal visits a node's inputs first (so data sources appear before their consumers), then emits the node itself, then follows exec outputs. This produces a readable top-down flow. Any unvisited nodes are appended at the end.
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## Node Naming
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Names are derived from `ENodeTitleType::ListView` titles, sanitized to alphanumeric plus underscores. Duplicates get `_2`, `_3`, etc.
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