// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Engine/DeveloperSettings.h" #include "AssetExportSettings.generated.h" /** * Settings for Asset Export to JSON feature * Configure export paths in Project Settings -> Plugins -> Asset Export */ UCLASS(config=Editor, defaultconfig, meta=(DisplayName="Asset Export to JSON")) class WORLDSTALKEREDITOR_API UAssetExportSettings : public UDeveloperSettings { GENERATED_BODY() public: UAssetExportSettings(); /** * Folder paths to export assets from * Paths are relative to /Game/ (e.g., "Blueprints/Enemy", "DataTables") * Add or remove paths using the array controls below */ UPROPERTY(config, EditAnywhere, Category = "Export Paths", meta=( ContentDir, RelativePath, LongPackageName )) TArray ExportFolderPaths; /** * Output directory for exported JSON files * Default: Content/Exports */ UPROPERTY(config, EditAnywhere, Category = "Export Settings", meta=(RelativePath)) FDirectoryPath OutputDirectory; /** * Create timestamped subfolder for each export * Recommended to keep export history */ UPROPERTY(config, EditAnywhere, Category = "Export Settings") bool bCreateTimestampedFolder; /** * Export DataTable assets */ UPROPERTY(config, EditAnywhere, Category = "Asset Types") bool bExportDataTables; /** * Export Blueprint assets */ UPROPERTY(config, EditAnywhere, Category = "Asset Types") bool bExportBlueprints; /** * Export AnimMontage assets */ UPROPERTY(config, EditAnywhere, Category = "Asset Types") bool bExportAnimMontages; /** * Export CurveTable assets */ UPROPERTY(config, EditAnywhere, Category = "Asset Types") bool bExportCurveTables; // UDeveloperSettings interface virtual FName GetCategoryName() const override; virtual FText GetSectionText() const override; #if WITH_EDITOR virtual FText GetSectionDescription() const override; #endif };