UE Wingman renaming complete.
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148
Plugins/UEWingman/Source/UEWingman/Public/WingFetcher.h
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148
Plugins/UEWingman/Source/UEWingman/Public/WingFetcher.h
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#pragma once
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#include "CoreMinimal.h"
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#include "WingUtils.h"
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class UEdGraphPin;
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class IAssetEditorInstance;
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struct FWalker;
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// WingFetcher: Load an Asset and find an object within it.
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// To find an object, you use a path. This is typical:
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//
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// F.Walk(TEXT("/Game/Mat/M_Test,graph,node:Param_1"))
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//
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// A path always starts from an asset name. The path above
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// starts at a material asset, then it walks to the material
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// graph, then from there to a specific graph node.
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//
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// Instead of specifying the path as a string, you can also
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// specify it using a sequence of procedural steps, like
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// this:
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//
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// F.Asset(TEXT("/Game/Materials/M_Test"));
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// F.Graph();
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// F.Node(TEXT("Param_1"));
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//
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// When you're finally at the object you want, you usually
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// use the Cast method to get a pointer to the object.
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//
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// If any step fails, the WingFetcher will print an error
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// message that can be seen by the MCP's caller. It will
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// also set an error flag. Once the error flag is set, all
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// further ops become no-ops. After that point, fetching
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// any data will return nullptr.
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//
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class WingFetcher
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{
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public:
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// Walk a path from an asset to an object
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// within that asset. If you call walk a
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// second time, it will walk additional steps.
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//
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WingFetcher& Walk(const FString& Path);
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// Walk a path using individual path
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// steps instead of a path. All these steps generate
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// errors if they cannot find the desired element.
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//
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WingFetcher& Asset(const FString& PackagePath);
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WingFetcher& Graph(const FString& Value);
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WingFetcher& Node(const FString& Value);
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WingFetcher& Pin(const FString& Value);
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WingFetcher& Component(const FString& Value);
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WingFetcher& LevelBlueprint(const FString& Value);
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// Return true if there haven't been any errors.
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// Note that errors always automatically generate
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// output to WingServer::Printf.
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//
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bool Ok() const { return !bError; }
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// Try to fetch the current object as a UObject of
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// the specified type. If it isn't one, generates an
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// error and returns nullptr.
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//
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template<class T> T *Cast()
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{
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if (bError) return nullptr;
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T* Result = ::Cast<T>(Obj);
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if (Result == nullptr) PathFailed(*T::StaticClass()->GetName());
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return Result;
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}
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// Get the current object as a UObject if it is one,
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// otherwise nullptr. Does not generate errors.
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//
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UObject* GetObj() const { return Obj; }
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// Get the asset from where it all began: the first
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// step in the walk path. If the asset couldn't be
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// loaded, returns nullptr. Does not generate errors.
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//
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UObject* GetAsset() const { return OriginalAsset; }
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// Get the asset from where it all began: the first
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// step in the walk path, as a specified type. Errors
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// if it cannot cast to the specified type.
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//
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template<class T> T* CastAsset()
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{
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if (!CheckAssetIsA(T::StaticClass())) return nullptr;
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return ::Cast<T>(OriginalAsset);
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}
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// When an asset is loaded, an editor is automatically
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// opened. Get the editor. You must specify the type
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// that you expect the asset to be, and the type to cast
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// the editor to. Does not generate errors.
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//
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template<class AssetType, class EditorType>
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EditorType* CastEditor()
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{
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if (!CheckAssetIsA(AssetType::StaticClass())) return nullptr;
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return static_cast<EditorType*>(Editor);
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}
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// Initialize empty. You need to call Asset, or walk
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// a path that starts with an asset.
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//
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WingFetcher() {}
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// Initialize with an object. From there, you can walk
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// to sub-objects.
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//
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WingFetcher(UObject* O) : Obj(O) {}
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private:
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// The Current Object. Only one of these can be non-null.
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UObject* Obj = nullptr;
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UEdGraphPin* ResultPin = nullptr;
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// The Starting Asset and the Editor we Opened.
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UObject* OriginalAsset = nullptr;
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IAssetEditorInstance* Editor = nullptr;
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// True if an error has occurred.
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bool bError = false;
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// Internal methods.
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using WalkFunc = WingFetcher& (WingFetcher::*)(const FString&);
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void SetObj(UObject* InObj);
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void SetPin(UEdGraphPin* InPin);
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WingFetcher& SetError();
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void PathFailed(const TCHAR *Kind);
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WingFetcher& TypeMismatch(const TCHAR* Walker, const TCHAR* Expected);
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bool CheckAssetIsA(UClass* StaticClass);
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WalkFunc GetWalker(const FString &Step);
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};
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template<> inline UEdGraphPin* WingFetcher::Cast<UEdGraphPin>()
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{
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if (bError) return nullptr;
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if (!ResultPin) PathFailed(TEXT("UEdGraphPin"));
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return ResultPin;
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}
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