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integration/tools/blueprint-mcp/dist/ue-bridge.d.ts

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import { type ChildProcess } from "node:child_process";
export declare const UE_PROJECT_DIR: string;
export declare const UE_PORT: number;
export declare const UE_BASE_URL: string;
export declare const PLUGIN_MODULE_NAME = "BlueprintMCP";
export declare const PLUGIN_DLL_NAME = "UnrealEditor-BlueprintMCP.dll";
export declare const state: {
ueProcess: ChildProcess | null;
editorMode: boolean;
startupPromise: Promise<string | null> | null;
};
/**
* Read the EngineAssociation field from the .uproject file.
* Returns a short version string like "5.4" or "5.7", or null.
*/
export declare function readEngineVersion(): string | null;
export declare function findEditorCmd(): string | null;
/** Find the .uproject file in UE_PROJECT_DIR (auto-detect by globbing). */
export declare function findUProject(): string | null;
/**
* Ensure the .modules file in Binaries/Win64/ lists the BlueprintMCP module.
* A build of only the Game target will overwrite this file without the editor module,
* causing the commandlet to fail with "module could not be found".
*/
export declare function ensureModulesFile(): void;
/**
* Ask the UE5 server to shut down gracefully via /api/shutdown, then wait for
* the process to exit. Falls back to kill after a timeout.
*/
export declare function gracefulShutdown(): Promise<void>;
/** Returns the health payload if the server is reachable, or null. */
export declare function getUEHealth(): Promise<{
status: string;
mode: string;
blueprintCount: number;
mapCount: number;
} | null>;
export declare function isUEHealthy(): Promise<boolean>;
export declare function waitForHealthy(timeoutSeconds?: number): Promise<boolean>;
export declare function spawnAndWait(): Promise<string | null>;
export declare function ensureUE(): Promise<string | null>;
export declare function ueGet(endpoint: string, params?: Record<string, string>): Promise<any>;
export declare function uePost(endpoint: string, body: Record<string, any>): Promise<any>;