Work on clangd-query
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@@ -1,4 +1,4 @@
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#include "MCPEditorSubsystem.h"
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#include "BlueprintExportSubsystem.h"
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#include "BlueprintExporter.h"
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#include "Engine/Blueprint.h"
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#include "EdGraph/EdGraph.h"
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@@ -6,21 +6,21 @@
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#include "UnrealExporter.h"
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#include "Misc/FileHelper.h"
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void UBlueprintMCPEditorSubsystem::Initialize(FSubsystemCollectionBase& Collection)
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void UBlueprintExportSubsystem::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::Initialize(Collection);
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OnAssetSavedHandle = UPackage::PackageSavedWithContextEvent.AddUObject(
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this, &UBlueprintMCPEditorSubsystem::OnAssetSaved);
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this, &UBlueprintExportSubsystem::OnAssetSaved);
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}
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void UBlueprintMCPEditorSubsystem::Deinitialize()
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void UBlueprintExportSubsystem::Deinitialize()
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{
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UPackage::PackageSavedWithContextEvent.Remove(OnAssetSavedHandle);
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Super::Deinitialize();
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}
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void UBlueprintMCPEditorSubsystem::OnAssetSaved(const FString& PackageFilename, UPackage* Package, FObjectPostSaveContext Context)
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void UBlueprintExportSubsystem::OnAssetSaved(const FString& PackageFilename, UPackage* Package, FObjectPostSaveContext Context)
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{
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if (!Package) return;
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@@ -3,13 +3,13 @@
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#include "CoreMinimal.h"
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#include "EditorSubsystem.h"
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#include "UObject/ObjectSaveContext.h"
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#include "MCPEditorSubsystem.generated.h"
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#include "BlueprintExportSubsystem.generated.h"
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/**
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* Editor subsystem that exports blueprint text files whenever an asset is saved.
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*/
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UCLASS()
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class UBlueprintMCPEditorSubsystem : public UEditorSubsystem
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class UBlueprintExportSubsystem : public UEditorSubsystem
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{
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GENERATED_BODY()
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