Files
DS-Asset_Export_to_JSON/AssetExportSettings.cpp
jinilkim 3d9d6cc664 Add Asset Export to JSON feature for LLM combat balance analysis
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
2025-10-22 15:14:50 +09:00

44 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AssetExportSettings.h"
#define LOCTEXT_NAMESPACE "AssetExportSettings"
UAssetExportSettings::UAssetExportSettings()
{
// Default settings
OutputDirectory.Path = TEXT("Exports");
bCreateTimestampedFolder = true;
// Enable all asset types by default
bExportDataTables = true;
bExportBlueprints = true;
bExportAnimMontages = true;
bExportCurveTables = true;
// Default export paths - commonly used folders
ExportFolderPaths.Add(FDirectoryPath{TEXT("Blueprints/Enemy")});
ExportFolderPaths.Add(FDirectoryPath{TEXT("Blueprints/Characters")});
ExportFolderPaths.Add(FDirectoryPath{TEXT("Blueprints/Abilities")});
ExportFolderPaths.Add(FDirectoryPath{TEXT("DataTables")});
}
FName UAssetExportSettings::GetCategoryName() const
{
return FName(TEXT("Plugins"));
}
FText UAssetExportSettings::GetSectionText() const
{
return LOCTEXT("AssetExportSettingsSection", "Asset Export to JSON");
}
#if WITH_EDITOR
FText UAssetExportSettings::GetSectionDescription() const
{
return LOCTEXT("AssetExportSettingsDescription", "Configure paths and settings for exporting assets to JSON format for LLM analysis");
}
#endif
#undef LOCTEXT_NAMESPACE