Move Asset_Search to use IAssetRegistry
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@@ -3,8 +3,9 @@
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#include "CoreMinimal.h"
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#include "MCPServer.h"
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#include "MCPHandler.h"
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#include "MCPAssets.h"
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#include "MCPUtils.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "AssetRegistry/IAssetRegistry.h"
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#include "Asset_Search.generated.h"
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@@ -40,9 +41,12 @@ public:
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return;
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}
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MCPAssets<UObject> Assets;
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// Build the asset registry filter
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FARFilter Filter;
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Filter.bRecursiveClasses = true;
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Filter.bRecursivePaths = true;
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Filter.PackagePaths.Add(FName(TEXT("/Game")));
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// If a type is specified, find the UClass and filter by it
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if (!Type.IsEmpty())
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{
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UClass* TypeClass = MCPUtils::FindClassByName(Type);
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@@ -51,29 +55,40 @@ public:
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UMCPServer::Printf(TEXT("ERROR: Unknown asset type '%s'\n"), *Type);
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return;
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}
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Assets.NoScans().Scan(TypeClass);
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Filter.ClassPaths.Add(TypeClass->GetClassPathName());
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}
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if (!Query.IsEmpty())
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// Query the asset registry
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IAssetRegistry& AR = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry").Get();
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TArray<FAssetData> Candidates;
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AR.GetAssets(Filter, Candidates);
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// Filter by query substring and collect results
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TArray<FAssetData> Results;
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for (const FAssetData& Data : Candidates)
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{
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Assets.Substring(Query);
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if (Results.Num() >= Limit) break;
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if (!Query.IsEmpty())
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{
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if (!Data.AssetName.ToString().Contains(Query, ESearchCase::IgnoreCase) &&
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!Data.PackageName.ToString().Contains(Query, ESearchCase::IgnoreCase))
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continue;
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}
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Results.Add(Data);
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}
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Assets.AllContent().Limit(Limit).Info();
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const TArray<FAssetData>& AllData = Assets.AllData();
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for (const FAssetData& Data : AllData)
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for (const FAssetData& Data : Results)
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{
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UMCPServer::Printf(TEXT("%s %s\n"),
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*MCPUtils::FormatName(Data.GetClass()),
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*Data.PackageName.ToString());
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}
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if (AllData.Num() == 0)
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if (Results.Num() == 0)
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{
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UMCPServer::Print(TEXT("No assets found.\n"));
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}
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else if (AllData.Num() >= Limit)
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else if (Results.Num() >= Limit)
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{
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UMCPServer::Printf(TEXT("WARNING: You reached the limit of %d, to raise it, specify the Limit parameter.\n"), Limit);
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}
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