141 lines
4.7 KiB
C
141 lines
4.7 KiB
C
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#pragma once
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#include "CoreMinimal.h"
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#include "MCPHandler.h"
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#include "MCPAssetFinder.h"
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#include "MCPUtils.h"
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#include "StructUtils/UserDefinedStruct.h"
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#include "Engine/UserDefinedEnum.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "UserDefinedStructure/UserDefinedStructEditorData.h"
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#include "Kismet2/EnumEditorUtils.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "AssetRegistry/IAssetRegistry.h"
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#include "AssetToolsModule.h"
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#include "IAssetTools.h"
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#include "Factories/StructureFactory.h"
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#include "Factories/EnumFactory.h"
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#include "UMCPHandler_CreateStructAsset.generated.h"
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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USTRUCT()
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struct FStructPropertyEntry
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{
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GENERATED_BODY()
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UPROPERTY()
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FString Name;
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UPROPERTY()
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FString Type;
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};
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UCLASS()
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class UMCPHandler_CreateStructAsset : public UObject, public IMCPHandler
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{
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GENERATED_BODY()
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public:
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UPROPERTY(meta=(Description="Full package path for the new struct (e.g. '/Game/DataTypes/S_MyStruct')"))
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FString AssetPath;
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UPROPERTY(meta=(Optional, Description="Array of initial properties, each with 'name' and 'type' fields"))
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FMCPJsonArray Properties;
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virtual FString GetDescription() const override
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{
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return TEXT("Create a new UserDefinedStruct asset. "
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"Optionally add initial properties via the 'properties' array (each element needs 'name' and 'type').");
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}
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virtual void Handle(const FJsonObject* Json, FJsonObject* Result) override
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{
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FString PackagePath, AssetName;
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if (!MCPUtils::SplitAssetPath(AssetPath, PackagePath, AssetName))
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{
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return MCPUtils::MakeErrorJson(Result, TEXT("assetPath must be a full path (e.g. '/Game/DataTypes/S_MyStruct')"));
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}
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// Check if asset already exists
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FAssetRegistryModule& ARM = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
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FAssetData ExistingAsset = ARM.Get().GetAssetByObjectPath(FSoftObjectPath(AssetPath + TEXT(".") + AssetName));
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if (ExistingAsset.IsValid())
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{
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return MCPUtils::MakeErrorJson(Result, FString::Printf(TEXT("Asset already exists at '%s'"), *AssetPath));
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}
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// Create the struct using the AssetTools factory
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FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
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IAssetTools& AssetTools = AssetToolsModule.Get();
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UStructureFactory* Factory = NewObject<UStructureFactory>();
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UObject* NewAsset = AssetTools.CreateAsset(AssetName, PackagePath, UUserDefinedStruct::StaticClass(), Factory);
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if (!NewAsset)
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{
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return MCPUtils::MakeErrorJson(Result, TEXT("Failed to create UserDefinedStruct asset"));
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}
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UUserDefinedStruct* NewStruct = Cast<UUserDefinedStruct>(NewAsset);
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if (!NewStruct)
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{
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return MCPUtils::MakeErrorJson(Result, TEXT("Created asset is not a UserDefinedStruct"));
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}
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// Add properties if specified
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int32 PropsAdded = 0;
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for (const TSharedPtr<FJsonValue>& PropVal : Properties.Array)
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{
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FStructPropertyEntry Entry;
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if (!MCPUtils::PopulateFromJson(FStructPropertyEntry::StaticStruct(), &Entry, PropVal, Result)) return;
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if (Entry.Name.IsEmpty() || Entry.Type.IsEmpty()) continue;
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FEdGraphPinType PinType;
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FString TypeError;
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if (!MCPUtils::ResolveTypeFromString(Entry.Type, PinType, TypeError))
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{
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UE_LOG(LogTemp, Warning, TEXT("BlueprintMCP: Could not resolve type '%s' for property '%s': %s"), *Entry.Type, *Entry.Name, *TypeError);
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continue;
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}
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// Snapshot existing GUIDs so we can find the newly added one
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TSet<FGuid> ExistingGuids;
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for (const FStructVariableDescription& Var : FStructureEditorUtils::GetVarDesc(NewStruct))
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{
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ExistingGuids.Add(Var.VarGuid);
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}
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bool bAdded = FStructureEditorUtils::AddVariable(NewStruct, PinType);
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if (bAdded)
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{
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// Find the new variable by diffing GUID sets
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FGuid NewPropGuid;
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for (const FStructVariableDescription& Var : FStructureEditorUtils::GetVarDesc(NewStruct))
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{
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if (!ExistingGuids.Contains(Var.VarGuid))
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{
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NewPropGuid = Var.VarGuid;
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break;
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}
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}
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if (NewPropGuid.IsValid())
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{
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FStructureEditorUtils::RenameVariable(NewStruct, NewPropGuid, Entry.Name);
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}
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PropsAdded++;
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}
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}
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// Save
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bool bSaved = MCPUtils::SaveGenericPackage(NewStruct);
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Result->SetStringField(TEXT("assetName"), AssetName);
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Result->SetNumberField(TEXT("propertiesAdded"), PropsAdded);
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Result->SetBoolField(TEXT("saved"), bSaved);
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}
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};
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