Coming to Fab

Ultimate Blueprint Exporter

Export Blueprints to AI-Readable Text

Lightning-fast, one-click export of Blueprint graphs to clean, LLM-optimized text format. Perfect for AI-assisted development, documentation, and code review.

UE 5.5+100% OfflineZero Runtime Impact
Ultimate Blueprint Exporter - Export Blueprints to AI-readable text
UE 5.5+Engine Version
Editor OnlyPlugin Type
ZeroRuntime Impact
100%Offline

Export Examples

See how UBX exports different asset types. Click the arrows or dots to browse examples.

Actor Blueprint Export

Actor Export

Features

📦

Multi-Asset Support

Export Blueprints, Animation Blueprints, Widget Blueprints, Materials, and State Trees from one unified interface.

🔍

Preview Window

Edit, review, and customize your exports before copying. Add project context, toggle options, and refine output.

📊

Live Token Count

Real-time token estimation helps you manage LLM context windows. Know exactly how much budget each export uses.

🔄

Consistent Results

Smart traversal ensures reliable, diff-friendly exports. Same Blueprint always produces the same output.

📝

Same-BP Expansion

Functions and macros defined within the active Blueprint expand inline. External calls are clearly marked.

🔒

Fully Offline

No network calls, no data collection, no telemetry. Your code stays on your machine - always.

Output Format

Clean, structured text optimized for LLM consumption. See examples from different asset types.

# Blueprint: B_WeaponFire
# Selected nodes from: EventGraph
# Selection: 30 node(s)
# ~1041 tokens (estimated)

## SelectedNodes: EventGraph

// --- Shell Eject ---

[CustomEvent] Fire
  out OutputDelegate: delegate
  -> Branch

[Branch#1] Branch
  in Condition: bool <- Enable Shell Eject
  IF true: -> IsValid
  ELSE: [Path ends]

  IF true:
    [Macro] IsValid (Engine)
      // Checks if object reference is valid
      in InputObject: Object <- NS_ShellEject
      Is Valid -> Branch
      Is Not Valid -> SpawnSystemAttached

    [Branch#2] Branch
      in Condition: bool <- IsActive
      IF true: -> Shell Eject Trigger
      ELSE: -> SpawnSystemAttached

[Call#2] SpawnSystemAttached (Niagara.NiagaraFunctionLibrary)
  in SystemTemplate: Niagara.NiagaraSystem <- Shell Eject System
  in AttachToComponent: SceneComponent <- DefaultSceneRoot
  in Location: Vector <- BreakTransform
  in Rotation: Rotator <- MakeRotator
  out ReturnValue: Niagara.NiagaraComponent -> NS_ShellEject

Ready to streamline your AI workflow?

Ultimate Blueprint Exporter is coming soon to the Fab Marketplace.