Created
April 11, 2020 09:41
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How to extract Unreal Engine Blueprint comments via c++
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FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry"); | |
TArray<FAssetData> AssetData; | |
AssetRegistryModule.Get().GetAssetsByClass(UBlueprint::StaticClass()->GetFName(), AssetData, true); | |
for (FAssetData& Asset : AssetData) | |
{ | |
if (Asset.ObjectPath.ToString().StartsWith("/Game/")) | |
{ | |
UE_LOG(LogTemp, Log, TEXT("Found Asset: %s %s %s"), *Asset.AssetName.ToString(), *Asset.AssetClass.ToString(), *Asset.ObjectPath.ToString()); | |
UBlueprint* Blueprint = Cast<UBlueprint>(Asset.GetAsset()); | |
if (!Blueprint) | |
{ | |
UE_LOG(LogTemp, Error, TEXT("Unable to load asset %s"), *Asset.ObjectPath.ToString()); | |
continue; | |
} | |
for (UEdGraph* Graph : Blueprint->FunctionGraphs) | |
{ | |
TArray<UEdGraphNode_Comment*> Nodes; | |
Graph->GetNodesOfClass<UEdGraphNode_Comment>(Nodes); | |
for (UEdGraphNode_Comment* Node : Nodes) | |
{ | |
UE_LOG(LogTemp, Log, TEXT("Found comment for %s:%s: %s"), *Asset.ObjectPath.ToString(), *Graph->GetName(), *Node->NodeComment); | |
} | |
} | |
} | |
} |
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