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#

  1. Enable the plugin (Edit > Plugins > Project Context Export) and restart the editor.
  2. Tools > Project Context > Export Project Context.
  3. Files land in Saved/ProjectContext/. Tell your agent to start at Saved/ProjectContext/PROJECT_CONTEXT.md, for example with one line in AGENTS.md or 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#