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integration/Plugins/BlueprintMCP/Source/BlueprintMCP/Handlers/StateMachine_AddTransition.h

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#pragma once
#include "CoreMinimal.h"
#include "MCPServer.h"
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#include "MCPHandler.h"
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#include "MCPAssets.h"
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#include "MCPUtils.h"
#include "Kismet2/KismetEditorUtilities.h"
#include "Animation/AnimBlueprint.h"
#include "AnimStateNode.h"
#include "AnimStateTransitionNode.h"
#include "AnimationStateMachineGraph.h"
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#include "StateMachine_AddTransition.generated.h"
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// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
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UCLASS()
class UMCP_StateMachine_AddTransition : public UObject, public IMCPHandler
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{
GENERATED_BODY()
public:
UPROPERTY(meta=(Description="Animation Blueprint name or package path"))
FString Blueprint;
UPROPERTY(meta=(Description="State machine graph name"))
FString Graph;
UPROPERTY(meta=(Description="Name of the source state"))
FString FromState;
UPROPERTY(meta=(Description="Name of the target state"))
FString ToState;
UPROPERTY(meta=(Optional, Description="Crossfade duration in seconds"))
float CrossfadeDuration = 0.0f;
UPROPERTY(meta=(Optional, Description="Transition priority order"))
int32 Priority = 0;
UPROPERTY(meta=(Optional, Description="Whether the transition is bidirectional"))
bool BBidirectional = false;
virtual FString GetDescription() const override
{
return TEXT("Add a transition between two states in an animation state machine graph.");
}
virtual void Handle() override
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{
MCPAssets<UAnimBlueprint> Assets;
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if (!Assets.Exact(Blueprint).ENone().ETwo().Load()) return;
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UAnimBlueprint* AnimBP = Assets.Object();
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UAnimationStateMachineGraph* SMGraph = MCPUtils::FindStateMachineGraph(AnimBP, Graph);
if (!SMGraph)
{
UMCPServer::Printf(TEXT("ERROR: State machine graph '%s' not found in '%s'\n"), *Graph, *MCPUtils::FormatName(AnimBP));
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return;
}
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UAnimStateNode* FromStateNode = MCPUtils::FindStateByName(SMGraph, FromState);
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if (!FromStateNode) return;
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UAnimStateNode* ToStateNode = MCPUtils::FindStateByName(SMGraph, ToState);
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if (!ToStateNode) return;
// Create transition node
UAnimStateTransitionNode* TransNode = NewObject<UAnimStateTransitionNode>(SMGraph);
TransNode->CreateNewGuid();
TransNode->PostPlacedNewNode();
TransNode->AllocateDefaultPins();
// Position between the two states
TransNode->NodePosX = (FromStateNode->NodePosX + ToStateNode->NodePosX) / 2;
TransNode->NodePosY = (FromStateNode->NodePosY + ToStateNode->NodePosY) / 2;
SMGraph->AddNode(TransNode, false, false);
TransNode->SetFlags(RF_Transactional);
// Connect: FromState output -> Transition input, Transition output -> ToState input
TransNode->CreateConnections(FromStateNode, ToStateNode);
// Set optional properties
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TransNode->CrossfadeDuration = CrossfadeDuration;
TransNode->PriorityOrder = Priority;
TransNode->Bidirectional = BBidirectional;
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// Compile and save
FKismetEditorUtilities::CompileBlueprint(AnimBP);
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MCPUtils::SaveBlueprintPackage(AnimBP);
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UMCPServer::Printf(TEXT("Created transition %s -> %s: %s\n"),
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*FromState, *ToState, *MCPUtils::FormatName(TransNode));
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}
};