Features: - Export DataTable, Blueprint, AnimMontage, CurveTable to JSON - INI-based configuration via UDeveloperSettings - Comprehensive Blueprint EventGraph extraction - Enhanced AnimMontage with CustomProperties from Notifies - Project Settings integration (Edit -> Project Settings -> Plugins) - Tools menu integration (Tools -> WorldStalker -> Export Assets to JSON) Files added: - AssetExportSettings.h/cpp - UDeveloperSettings configuration class - AssetExporterToJSON.h/cpp - Core export implementation - README.md - Comprehensive feature documentation - MERGE_INSTRUCTIONS.md - Integration guide for existing files Unreal Engine 5.5.4 compatible
44 lines
1.2 KiB
C++
44 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AssetExportSettings.h"
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#define LOCTEXT_NAMESPACE "AssetExportSettings"
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UAssetExportSettings::UAssetExportSettings()
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{
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// Default settings
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OutputDirectory.Path = TEXT("Exports");
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bCreateTimestampedFolder = true;
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// Enable all asset types by default
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bExportDataTables = true;
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bExportBlueprints = true;
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bExportAnimMontages = true;
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bExportCurveTables = true;
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// Default export paths - commonly used folders
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ExportFolderPaths.Add(FDirectoryPath{TEXT("Blueprints/Enemy")});
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ExportFolderPaths.Add(FDirectoryPath{TEXT("Blueprints/Characters")});
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ExportFolderPaths.Add(FDirectoryPath{TEXT("Blueprints/Abilities")});
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ExportFolderPaths.Add(FDirectoryPath{TEXT("DataTables")});
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}
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FName UAssetExportSettings::GetCategoryName() const
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{
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return FName(TEXT("Plugins"));
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}
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FText UAssetExportSettings::GetSectionText() const
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{
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return LOCTEXT("AssetExportSettingsSection", "Asset Export to JSON");
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}
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#if WITH_EDITOR
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FText UAssetExportSettings::GetSectionDescription() const
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{
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return LOCTEXT("AssetExportSettingsDescription", "Configure paths and settings for exporting assets to JSON format for LLM analysis");
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}
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#endif
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#undef LOCTEXT_NAMESPACE
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