Project Context Export
Your Unreal project as plain text that AI coding agents can read.
.uasset and .umap files are binary. A coding agent working in your repository sees file names, not logic: it cannot tell what BP_Door does when the player walks into it, which game mode a level uses, or what columns a data table has. Project Context Export writes all of that out as Markdown and JSON, next to your project, so the agent can read it like source code.
Usage | Output format | Sample output | FAQ | Changelog | Asset to Text (free)
What gets exported#
| Asset | What you get |
|---|---|
| Blueprints | Parent class, interfaces, components with their changed settings, variables with defaults and flags, event dispatchers, timelines, and every function, event graph, macro and collapsed graph as pseudo-code in execution order |
| Levels | Actors grouped by outliner folder with class, transform, tags and the properties changed from class defaults; world settings; streaming levels; Level Blueprint; World Partition actors from their descriptors |
| Data tables and data assets | Row struct columns and every row's values; data asset values changed from the class defaults (any UDataAsset, including Enhanced Input actions and mapping contexts) |
| Materials and material instances | Settings, parameters with defaults, what feeds each material output as nested expressions, node counts, functions and textures used; instance parent chain and overrides |
| UMG widgets | Widget tree with changed properties and slot layout, property bindings, animations, plus the widget's Blueprint graphs |
| Blueprint structs and enums | Fields with friendly names, types and defaults; enum display names |
| Project | Engine version, code modules, project plugins, maps and modes, input settings, collision channels and profiles, gameplay tags, config files |
| Dependencies | What each asset loads, what it references softly, and what uses it |
A Blueprint graph comes out like this:
Event ActorBeginOverlap(OtherActor)
TryOpen(Instigator=OtherActor)
Branch(Condition=TryOpen.Opened)
True:
PrintString(InString="Door opened")See the full sample output for a small demo project.
Quick start#
- Enable the plugin (Edit > Plugins > Project Context Export) and restart the editor.
- Tools > Project Context > Export Project Context.
- Files land in
Saved/ProjectContext/. Tell your agent to start atSaved/ProjectContext/PROJECT_CONTEXT.md, for example with one line inAGENTS.mdor your agent's instructions file (see Usage).
After the first export, every asset you save is re-exported automatically.
How it works#
- C++ editor module. Nothing goes into your packaged game and there is no runtime cost.
- No network calls. It does not call any AI model or service and needs no account or subscription. Your project never leaves your machine.
- It only reads your project. It never modifies assets, and the text cannot be turned back into assets.
- Unreal Engine 5.6, 5.7 and 5.8; Windows and macOS editors.
Support#
- Support page: https://sidewalk.reelary.app/support/
- Email: perrid1986@outlook.com
- Updates monthly; see the changelog.