Hack around right context menus for nodes.
This commit is contained in:
@@ -3,8 +3,10 @@
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#include "CoreMinimal.h"
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#include "MCPHandler.h"
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#include "MCPFetcher.h"
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#include "MCPToolMenu.h"
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#include "MCPUtils.h"
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#include "MCPServer.h"
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#include "BlueprintEditor.h"
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#include "EdGraph/EdGraphNode.h"
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#include "EdGraph/EdGraphSchema.h"
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#include "ToolMenus.h"
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@@ -35,6 +37,12 @@ public:
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UEdGraphNode* FoundNode = F.Walk(Node).Cast<UEdGraphNode>();
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if (!FoundNode) return;
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// Get the blueprint editor's command list to build a proper context.
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FBlueprintEditor* Editor = F.CastEditor<UBlueprint, FBlueprintEditor>();
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const TSharedPtr<FUICommandList>& CommandList = Editor
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? MCPToolMenu::GetGraphEditorCommands(*Editor) : EmptyCommandList;
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FToolMenuContext MenuContext(CommandList);
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UEdGraph* Graph = FoundNode->GetGraph();
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if (!Graph) return;
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@@ -42,18 +50,20 @@ public:
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if (!Schema) return;
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// Print actions for the node itself (no pin).
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PrintActions(FoundNode, Graph, Schema, nullptr);
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PrintActions(FoundNode, Graph, Schema, nullptr, MenuContext);
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// Print actions for each pin.
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for (UEdGraphPin* Pin : FoundNode->Pins)
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{
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PrintActions(FoundNode, Graph, Schema, Pin);
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PrintActions(FoundNode, Graph, Schema, Pin, MenuContext);
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}
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}
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private:
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void PrintMenu(UToolMenu* Menu, const TCHAR* Header)
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TSharedPtr<FUICommandList> EmptyCommandList;
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void PrintMenu(UToolMenu* Menu, const TCHAR* Header, const FToolMenuContext& MenuContext)
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{
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bool bAnyEntries = false;
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for (const FToolMenuSection& Section : Menu->Sections)
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@@ -64,15 +74,12 @@ private:
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if (Label.IsEmpty())
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continue;
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// Check if this is a command-based entry or a direct action.
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TSharedPtr<const FUICommandList> OutCommandList;
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bool bIsCommand = (Entry.GetActionForCommand(FToolMenuContext(), OutCommandList) != nullptr)
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|| OutCommandList.IsValid();
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bool bCanExecute = MCPToolMenu::CanExecute(Entry, MenuContext);
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if (!bAnyEntries)
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UMCPServer::Printf(TEXT(" %s:\n"), Header);
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if (bIsCommand)
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UMCPServer::Printf(TEXT(" %s (command)\n"), *Label.ToString());
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if (bCanExecute)
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UMCPServer::Printf(TEXT(" %s (can execute)\n"), *Label.ToString());
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else
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UMCPServer::Printf(TEXT(" %s\n"), *Label.ToString());
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bAnyEntries = true;
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@@ -80,7 +87,8 @@ private:
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}
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}
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void PrintActions(UEdGraphNode* FoundNode, UEdGraph* Graph, const UEdGraphSchema* Schema, const UEdGraphPin* Pin)
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void PrintActions(UEdGraphNode* FoundNode, UEdGraph* Graph, const UEdGraphSchema* Schema,
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const UEdGraphPin* Pin, const FToolMenuContext& MenuContext)
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{
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UGraphNodeContextMenuContext* Context = NewObject<UGraphNodeContextMenuContext>();
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Context->Init(Graph, FoundNode, Pin, false);
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@@ -94,11 +102,11 @@ private:
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// Gather and print node-level actions.
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UToolMenu* NodeMenu = NewObject<UToolMenu>();
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FoundNode->GetNodeContextMenuActions(NodeMenu, Context);
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PrintMenu(NodeMenu, TEXT("Node Actions"));
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PrintMenu(NodeMenu, TEXT("Node Actions"), MenuContext);
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// Gather and print schema-level actions.
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UToolMenu* SchemaMenu = NewObject<UToolMenu>();
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Schema->GetContextMenuActions(SchemaMenu, Context);
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PrintMenu(SchemaMenu, TEXT("Schema Actions"));
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PrintMenu(SchemaMenu, TEXT("Schema Actions"), MenuContext);
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}
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};
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149
Plugins/BlueprintMCP/Source/BlueprintMCP/Private/MCPToolMenu.cpp
Normal file
149
Plugins/BlueprintMCP/Source/BlueprintMCP/Private/MCPToolMenu.cpp
Normal file
@@ -0,0 +1,149 @@
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#include "MCPToolMenu.h"
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#include "ToolMenuEntry.h"
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#include "ToolMenuDelegates.h"
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#include "ToolMenuContext.h"
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#include "BlueprintEditor.h"
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#include "Framework/Commands/UIAction.h"
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// ============================================================
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// Private member access via template explicit-instantiation loophole.
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//
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// The C++ standard says "the usual access checking rules do not
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// apply to names used to specify explicit instantiations." So
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// &FToolMenuEntry::Action is legal as a template argument in an
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// explicit instantiation, even though Action is private.
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//
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// The MCPPrivateAccessor template captures the member pointer and exposes it
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// through a friend function that we can call from normal code.
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//
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// See: https://bloglitb.blogspot.com/2011/12/access-to-private-members-safer.html
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// ============================================================
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template<typename Tag, typename Tag::type M>
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struct MCPPrivateAccessor
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{
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friend typename Tag::type GetPtr(Tag) { return M; }
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};
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// ----- FToolMenuEntry::Action -----
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struct FToolMenuEntry_Action_Tag
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{
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using type = FToolUIActionChoice FToolMenuEntry::*;
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friend type GetPtr(FToolMenuEntry_Action_Tag);
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};
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template struct MCPPrivateAccessor<FToolMenuEntry_Action_Tag, &FToolMenuEntry::Action>;
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// ----- FToolMenuEntry::Command -----
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struct FToolMenuEntry_Command_Tag
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{
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using type = TSharedPtr<const FUICommandInfo> FToolMenuEntry::*;
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friend type GetPtr(FToolMenuEntry_Command_Tag);
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};
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template struct MCPPrivateAccessor<FToolMenuEntry_Command_Tag, &FToolMenuEntry::Command>;
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// ----- FBlueprintEditor::GraphEditorCommands -----
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struct FBlueprintEditor_Commands_Tag
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{
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using type = TSharedPtr<FUICommandList> FBlueprintEditor::*;
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friend type GetPtr(FBlueprintEditor_Commands_Tag);
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};
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template struct MCPPrivateAccessor<FBlueprintEditor_Commands_Tag, &FBlueprintEditor::GraphEditorCommands>;
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// ============================================================
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// Helpers to access private fields of a FToolMenuEntry.
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// ============================================================
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static const FToolUIActionChoice& GetChoice(const FToolMenuEntry& Entry)
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{
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return Entry.*GetPtr(FToolMenuEntry_Action_Tag());
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}
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static const TSharedPtr<const FUICommandInfo>& GetCommand(const FToolMenuEntry& Entry)
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{
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return Entry.*GetPtr(FToolMenuEntry_Command_Tag());
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}
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// ============================================================
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// Resolve a menu entry's callback.
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//
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// There are four callback mechanisms we handle:
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// 1. Command — looked up in the context's command list
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// 2. FToolUIAction — delegates that take a FToolMenuContext
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// 3. FToolDynamicUIAction — same, Blueprint-friendly variant
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// 4. FUIAction — plain delegates, no context needed
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// ============================================================
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bool MCPToolMenu::CanExecute(const FToolMenuEntry& Entry, const FToolMenuContext& Context)
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{
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const TSharedPtr<const FUICommandInfo>& Command = GetCommand(Entry);
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if (Command.IsValid())
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{
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TSharedPtr<const FUICommandList> OutCommandList;
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const FUIAction* Found = Entry.GetActionForCommand(Context, OutCommandList);
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return Found && Found->IsBound() && Found->CanExecute();
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}
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const FToolUIActionChoice& Choice = GetChoice(Entry);
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if (const FToolUIAction* ToolAction = Choice.GetToolUIAction())
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{
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if (ToolAction->CanExecuteAction.IsBound())
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return ToolAction->CanExecuteAction.Execute(Context);
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return ToolAction->ExecuteAction.IsBound();
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}
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if (const FToolDynamicUIAction* DynamicAction = Choice.GetToolDynamicUIAction())
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{
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if (DynamicAction->CanExecuteAction.IsBound())
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return DynamicAction->CanExecuteAction.Execute(Context);
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return DynamicAction->ExecuteAction.IsBound();
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}
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if (const FUIAction* Action = Choice.GetUIAction())
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return Action->IsBound() && Action->CanExecute();
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return false;
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}
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bool MCPToolMenu::Execute(const FToolMenuEntry& Entry, const FToolMenuContext& Context)
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{
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if (!CanExecute(Entry, Context))
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return false;
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const TSharedPtr<const FUICommandInfo>& Command = GetCommand(Entry);
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if (Command.IsValid())
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{
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TSharedPtr<const FUICommandList> OutCommandList;
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const FUIAction* Found = Entry.GetActionForCommand(Context, OutCommandList);
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if (Found)
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return Found->Execute();
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return false;
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}
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const FToolUIActionChoice& Choice = GetChoice(Entry);
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if (const FToolUIAction* ToolAction = Choice.GetToolUIAction())
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{
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ToolAction->ExecuteAction.ExecuteIfBound(Context);
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return true;
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}
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if (const FToolDynamicUIAction* DynamicAction = Choice.GetToolDynamicUIAction())
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{
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DynamicAction->ExecuteAction.ExecuteIfBound(Context);
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return true;
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}
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if (const FUIAction* Action = Choice.GetUIAction())
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return Action->Execute();
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return false;
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}
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const TSharedPtr<FUICommandList>& MCPToolMenu::GetGraphEditorCommands(const FBlueprintEditor& Editor)
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{
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return Editor.*GetPtr(FBlueprintEditor_Commands_Tag());
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}
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@@ -3,10 +3,6 @@
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#include "MCPTypes.h"
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#include "MCPServer.h"
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#include "MCPHandler.h"
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#include "Dom/JsonValue.h"
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#include "Serialization/JsonReader.h"
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#include "Serialization/JsonWriter.h"
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#include "Serialization/JsonSerializer.h"
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#include "Engine/Blueprint.h"
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#include "Engine/MemberReference.h"
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#include "Engine/World.h"
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@@ -14,68 +10,28 @@
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#include "EdGraph/EdGraph.h"
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#include "EdGraph/EdGraphNode.h"
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#include "EdGraph/EdGraphPin.h"
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#include "EdGraphSchema_K2.h"
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#include "K2Node_CallFunction.h"
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#include "K2Node_Event.h"
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#include "K2Node_CustomEvent.h"
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#include "K2Node_FunctionEntry.h"
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#include "K2Node_EditablePinBase.h"
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#include "K2Node_VariableGet.h"
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#include "K2Node_VariableSet.h"
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#include "K2Node_BreakStruct.h"
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#include "K2Node_MakeStruct.h"
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#include "K2Node_MacroInstance.h"
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#include "K2Node_DynamicCast.h"
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#include "K2Node_CallParentFunction.h"
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#include "K2Node_IfThenElse.h"
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#include "EdGraph/EdGraphSchema.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "Kismet2/KismetEditorUtilities.h"
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#include "UObject/SavePackage.h"
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#include "UObject/UObjectIterator.h"
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#include "UObject/UnrealType.h"
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#include "Misc/Paths.h"
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#include "Misc/PackageName.h"
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// Animation Blueprint support
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#include "Animation/AnimBlueprint.h"
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#include "Animation/Skeleton.h"
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#include "AnimGraphNode_StateMachine.h"
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#include "AnimGraphNode_AssetPlayerBase.h"
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#include "AnimGraphNode_SequencePlayer.h"
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#include "AnimGraphNode_BlendSpacePlayer.h"
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#include "AnimGraphNode_Base.h"
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#include "AnimStateNode.h"
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#include "AnimStateTransitionNode.h"
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#include "AnimStateConduitNode.h"
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#include "AnimStateEntryNode.h"
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#include "AnimationStateMachineGraph.h"
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#include "AnimationGraph.h"
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#include "AnimationTransitionGraph.h"
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// Material support
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#include "Materials/Material.h"
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#include "Materials/MaterialExpression.h"
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#include "Materials/MaterialExpressionScalarParameter.h"
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#include "Materials/MaterialExpressionVectorParameter.h"
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#include "Materials/MaterialExpressionTextureObjectParameter.h"
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#include "Materials/MaterialExpressionTextureSampleParameter2D.h"
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#include "Materials/MaterialExpressionStaticSwitchParameter.h"
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#include "Materials/MaterialExpressionConstant.h"
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#include "Materials/MaterialExpressionConstant3Vector.h"
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#include "Materials/MaterialExpressionConstant4Vector.h"
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#include "Materials/MaterialExpressionTextureSample.h"
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#include "Materials/MaterialExpressionTextureCoordinate.h"
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#include "Materials/MaterialExpressionComponentMask.h"
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#include "Materials/MaterialExpressionCustom.h"
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#include "Materials/MaterialExpressionFunctionInput.h"
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#include "Materials/MaterialExpressionFunctionOutput.h"
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#include "Materials/MaterialExpressionMaterialFunctionCall.h"
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#include "Materials/MaterialFunction.h"
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#include "Materials/MaterialInstanceConstant.h"
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#include "MaterialGraph/MaterialGraph.h"
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#include "MaterialGraph/MaterialGraphNode.h"
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#include "MaterialGraph/MaterialGraphSchema.h"
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#include "IMaterialEditor.h"
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#include "MaterialEditingLibrary.h"
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#include "Subsystems/AssetEditorSubsystem.h"
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// Mesh, animation, texture support
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@@ -675,10 +631,6 @@ bool MCPUtils::SaveGenericPackage(UObject* Asset)
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// Anim blueprint helpers
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// ============================================================
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#include "AnimStateNode.h"
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#include "AnimStateTransitionNode.h"
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#include "AnimationStateMachineGraph.h"
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UAnimationStateMachineGraph* MCPUtils::FindStateMachineGraph(UBlueprint* BP, const FString& GraphName)
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{
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TArray<UEdGraph*> AllGraphs;
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@@ -736,8 +688,6 @@ UAnimStateTransitionNode* MCPUtils::FindTransition(UAnimationStateMachineGraph*
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// Graph actions (node spawning)
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// ============================================================
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#include "EdGraph/EdGraphSchema.h"
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FString MCPUtils::ActionFullName(const TSharedPtr<FEdGraphSchemaAction>& Action)
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{
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FString Category = Action->GetCategory().ToString();
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@@ -787,9 +737,6 @@ TArray<TSharedPtr<FEdGraphSchemaAction>> MCPUtils::SearchGraphActions(UEdGraph*
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// PopulateFromJson — fill a USTRUCT from a JSON object
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// ============================================================
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#include "UObject/UnrealType.h"
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#include "UObject/EnumProperty.h"
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// ============================================================
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// CollectHandlerClasses — find all concrete IMCPHandler classes
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// ============================================================
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@@ -0,0 +1,24 @@
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#pragma once
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#include "CoreMinimal.h"
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struct FToolMenuEntry;
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struct FToolMenuContext;
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class FBlueprintEditor;
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// Utilities for manipulating UToolMenu structures.
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// Uses the C++ template explicit-instantiation loophole to
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// bypass access checks — see MCPToolMenu.cpp for details.
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class MCPToolMenu
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{
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public:
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// Resolve a menu entry to an executable action and check if it can execute.
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static bool CanExecute(const FToolMenuEntry& Entry, const FToolMenuContext& Context);
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// Resolve a menu entry to an executable action and execute it.
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// Returns false if the action is not active or has no bound delegate.
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static bool Execute(const FToolMenuEntry& Entry, const FToolMenuContext& Context);
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// Get the GraphEditorCommands from a blueprint editor (private field).
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static const TSharedPtr<FUICommandList>& GetGraphEditorCommands(const FBlueprintEditor& Editor);
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};
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@@ -29,7 +29,6 @@ class UScriptStruct;
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class UEnum;
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struct FMemberReference;
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struct FBPVariableDescription;
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// Stateless utility functions used by MCP handlers and the MCP server.
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// This is effectively a namespace — all methods are static.
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class MCPUtils
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@@ -174,7 +173,6 @@ public:
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static FString GetHandlerGroup(UClass* HandlerClass);
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static void FormatCommandHelp(UClass* HandlerClass);
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private:
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static void SanitizeNameInPlace(FString& Name);
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static void AppendNumericSuffix(FString &Name, int32 N);
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Block a user