More refactoring.

This commit is contained in:
2026-03-14 01:31:06 -04:00
parent 8eeac9bd07
commit e33bfefec7
8 changed files with 166 additions and 134 deletions

View File

@@ -41,7 +41,7 @@ public:
{
// Resolve the path to an object and get its editable template.
MCPFetcher F;
UObject* Template = F.Walk(Path).Template().Cast<UObject>();
UObject* Template = F.Walk(Path).Cast<UObject>();
if (!Template) return;
TArray<MCPProperty> Props = MCPProperty::GetAllSubstring(Template, CPF_Edit, Query);

View File

@@ -33,10 +33,10 @@ public:
virtual void Handle() override
{
MCPFetcher F;
UObject* Template = F.Walk(Path).Template().Cast<UObject>();
if (!Template) return;
UObject* Obj = F.Walk(Path).Cast<UObject>();
if (!Obj) return;
MCPProperty P = MCPProperty::GetOneExactMatch(Template, CPF_Edit, Property);
MCPProperty P = MCPProperty::GetOneExactMatch(Obj, CPF_Edit, Property);
if (!P) return;
UMCPServer::Print(P.GetText());

View File

@@ -35,8 +35,8 @@ public:
{
// Resolve the path to an object and get its editable template.
MCPFetcher F;
UObject* Template = F.Walk(Path).Template().Cast<UObject>();
if (!Template) return;
UObject* Obj = F.Walk(Path).Cast<UObject>();
if (!Obj) return;
if (!Properties.Json || Properties.Json->Values.Num() == 0)
{
@@ -48,7 +48,7 @@ public:
TArray<TPair<MCPProperty, FString>> Resolved;
for (const auto& Pair : Properties.Json->Values)
{
MCPProperty P = MCPProperty::GetOneExactMatch(Template, CPF_Edit, Pair.Key);
MCPProperty P = MCPProperty::GetOneExactMatch(Obj, CPF_Edit, Pair.Key);
if (!P) return;
FString ValueStr;
@@ -70,7 +70,7 @@ public:
}
// Save.
bool bSaved = MCPUtils::SaveGenericPackage(Template);
bool bSaved = MCPUtils::SaveGenericPackage(Obj);
UMCPServer::Printf(TEXT("Set %d/%d properties.\n"), SuccessCount, Properties.Json->Values.Num());
if (!bSaved)

View File

@@ -68,19 +68,8 @@ public:
virtual void Handle() override
{
UMCPServer::Printf(TEXT("\n"));
EmitCommandList();
// Append Path documentation.
UMCPServer::Print(TEXT("\n"));
UMCPServer::Print(TEXT("Some commands take a Path parameter. A Path starts with an asset\n"));
UMCPServer::Print(TEXT("package path (e.g. /Game/Widgets/WB_Hotkeys), followed by zero or\n"));
UMCPServer::Print(TEXT("more comma-separated steps that navigate into the asset:\n"));
UMCPServer::Print(TEXT("\n"));
for (const MCPFetcher::FWalker& W : MCPFetcher::GetWalkerTable())
{
UMCPServer::Printf(TEXT(" %s — %s\n"), W.Key, W.Description);
}
UMCPServer::Print(TEXT("\nExample: /Game/Widgets/WB_Hotkeys,graph:EventGraph,node:Self_Reference_03,pin:Result\n"));
UMCPServer::Printf(TEXT("\n"));
MCPFetcher::PrintDocs();
}
};

View File

@@ -15,6 +15,30 @@
#include "Engine/LevelScriptBlueprint.h"
#include "Subsystems/AssetEditorSubsystem.h"
MCPFetcher::WalkFunc MCPFetcher::GetWalker(const FString& Step)
{
if (Step.Equals(TEXT("graph"), ESearchCase::IgnoreCase)) return &MCPFetcher::Graph;
if (Step.Equals(TEXT("node"), ESearchCase::IgnoreCase)) return &MCPFetcher::Node;
if (Step.Equals(TEXT("pin"), ESearchCase::IgnoreCase)) return &MCPFetcher::Pin;
if (Step.Equals(TEXT("component"), ESearchCase::IgnoreCase)) return &MCPFetcher::Component;
if (Step.Equals(TEXT("levelblueprint"), ESearchCase::IgnoreCase)) return &MCPFetcher::LevelBlueprint;
return nullptr;
}
void MCPFetcher::PrintDocs()
{
UMCPServer::Print(TEXT("Some commands take a Path parameter. A Path starts with an asset\n"));
UMCPServer::Print(TEXT("package path (e.g. /Game/Widgets/WB_Hotkeys), followed by zero or\n"));
UMCPServer::Print(TEXT("more comma-separated steps that navigate into the asset:\n\n"));
UMCPServer::Print(TEXT(" graph — Find a named UEdGraph (blank name for material graphs)\n"));
UMCPServer::Print(TEXT(" node — Find a named UEdGraphNode within a graph or blueprint\n"));
UMCPServer::Print(TEXT(" pin — Find a named UEdGraphPin on a node\n"));
UMCPServer::Print(TEXT(" component — Find a named component in a Blueprint's SCS\n"));
UMCPServer::Print(TEXT(" levelblueprint — Get the level blueprint from a UWorld\n"));
UMCPServer::Print(TEXT("\nExample: /Game/Widgets/WB_Hotkeys,graph:EventGraph,node:Self_Reference_03,pin:Result\n"));
}
void MCPFetcher::SetObj(UObject* InObj) { UMCPServer::AddTouchedObject(InObj); Obj = InObj; ResultPin = nullptr; }
void MCPFetcher::SetPin(UEdGraphPin* InPin) { ResultPin = InPin; Obj = nullptr; }
@@ -36,17 +60,7 @@ MCPFetcher& MCPFetcher::TypeMismatch(const TCHAR* Walker, const TCHAR* Expected)
return *this;
}
const TArray<MCPFetcher::FWalker>& MCPFetcher::GetWalkerTable()
{
static TArray<FWalker> Table = {
{ TEXT("graph"), TEXT("Find a named UEdGraph (blank name for material graphs)"), &MCPFetcher::Graph },
{ TEXT("node"), TEXT("Find a named UEdGraphNode within a graph or blueprint"), &MCPFetcher::Node },
{ TEXT("pin"), TEXT("Find a named UEdGraphPin on a node"), &MCPFetcher::Pin },
{ TEXT("component"), TEXT("Find a named component in a Blueprint's SCS"), &MCPFetcher::Component },
{ TEXT("levelblueprint"), TEXT("Get the level blueprint from a UWorld"), &MCPFetcher::LevelBlueprint },
};
return Table;
}
MCPFetcher& MCPFetcher::Walk(const FString& Path)
{
@@ -73,13 +87,13 @@ MCPFetcher& MCPFetcher::Walk(const FString& Path)
if (!Segments[i].Split(TEXT(":"), &Key, &Value))
Key = Segments[i];
const FWalker* W = GetWalker(Key);
if (!W)
WalkFunc Func = GetWalker(Key);
if (!Func)
{
UMCPServer::Printf(TEXT("ERROR: Unknown path step '%s'\n"), *Key);
return SetError();
}
(this->*W->Func)(Value);
(this->*Func)(Value);
if (bError) return *this;
}
@@ -135,16 +149,6 @@ bool MCPFetcher::CheckAssetIsA(UClass* StaticClass)
return true;
}
const MCPFetcher::FWalker* MCPFetcher::GetWalker(const FString& Key)
{
for (const FWalker& W : GetWalkerTable())
{
if (Key.Equals(W.Key, ESearchCase::IgnoreCase))
return &W;
}
return nullptr;
}
MCPFetcher& MCPFetcher::Graph(const FString& Value)
{
if (bError) return *this;
@@ -330,30 +334,6 @@ MCPFetcher& MCPFetcher::LevelBlueprint(const FString& Value)
return *this;
}
MCPFetcher& MCPFetcher::Template()
{
if (bError) return *this;
if (!Obj)
{
UMCPServer::Print(TEXT("ERROR: Template: object is null\n"));
return SetError();
}
if (UBlueprint* BP = ::Cast<UBlueprint>(Obj))
{
if (!BP->GeneratedClass)
{
UMCPServer::Printf(TEXT("ERROR: Blueprint '%s' has no GeneratedClass\n"), *Obj->GetName());
return SetError();
}
SetObj(BP->GeneratedClass->GetDefaultObject());
return *this;
}
// Everything else is its own template — no navigation needed.
return *this;
}
MCPFetcher& MCPFetcher::ToBlueprint()
{
if (bError) return *this;

View File

@@ -35,24 +35,44 @@ bool MCPProperty::SetText(const FString& Value)
return true;
}
TArray<MCPProperty> MCPProperty::GetAll(UObject* Obj, EPropertyFlags Flags)
void MCPProperty::Collect(UObject *Obj, TArray<MCPProperty> &Props, EPropertyFlags Flags)
{
TArray<MCPProperty> Result;
if (!Obj) return Result;
for (TFieldIterator<FProperty> It(Obj->GetClass()); It; ++It)
{
if (Flags != 0 && !It->HasAnyPropertyFlags(Flags)) continue;
Result.Emplace(*It, Obj);
Props.Emplace(*It, Obj);
}
}
TArray<MCPProperty> MCPProperty::GetAll(UObject* Obj, EPropertyFlags Flags)
{
if (!Obj) return {};
TArray<MCPProperty> Result;
// Blueprints don't have editable properties. So
// instead, we fetch properties from the generated CDO,
// which is probably what the user intended.
//
if (UBlueprint *BP = ::Cast<UBlueprint>(Obj))
{
if (BP->GeneratedClass == nullptr)
{
UMCPServer::Printf(TEXT("ERROR: Blueprint '%s' has no GeneratedClass\n"), *Obj->GetName());
return {};
}
Obj = BP->GeneratedClass->GetDefaultObject();
}
Collect(Obj, Result, Flags);
// If it's a Material Graph node, also collect properties from
// the associated material expression.
//
if (UMaterialGraphNode* MatNode = Cast<UMaterialGraphNode>(Obj))
{
if (UMaterialExpression* Expr = MatNode->MaterialExpression)
{
for (TFieldIterator<FProperty> It(Expr->GetClass()); It; ++It)
{
if (Flags != 0 && !It->HasAnyPropertyFlags(Flags)) continue;
Result.Emplace(*It, Expr);
}
Collect(Expr, Result, Flags);
}
}
return Result;

View File

@@ -5,79 +5,74 @@
class UEdGraphPin;
class IAssetEditorInstance;
struct FWalker;
// Resolves a path string into a UObject or UEdGraphPin.
// MCPFetcher: Load an Asset and find an object within it.
// To find an object, you use a path. This is typical:
//
// A path starts with a package path (e.g. "/Game/Widgets/WB_Hotkeys"),
// followed by zero or more comma-separated walker segments of the form
// "key:value". Each segment navigates from the current object to a child.
// F.Walk(TEXT("/Game/Mat/M_Test,graph,node:Param_1"))
//
// The list of supported walkers is defined by GetWalkerTable().
// A path always starts from an asset name. The path above
// starts at a material asset, then it walks to the material
// graph, then from there to a specific graph node.
//
// Example paths:
// /Game/Widgets/WB_Hotkeys,graph:ReadLuaConfiguration,node:Self_Reference_03,pin:Result
// /Game/Tangibles/TAN_Character,component:CharacterMesh0
// Instead of specifying the path as a string, you can also
// specify it using a sequence of procedural steps, like
// this:
//
// Builder-style usage:
// MCPFetcher F;
// if (!F.Walk(Path).Ok()) return;
// F.Asset(TEXT("/Game/Materials/M_Test"));
// F.Graph();
// F.Node(TEXT("Param_1"));
//
// MCPFetcher F(ExistingObj);
// if (!F.Graph("EventGraph").Node("MyNode").Ok()) return;
// When you're finally at the object you want, you usually
// use the Cast method to get a pointer to the object.
//
// If any step fails, the MCPFetcher will print an error
// message that can be seen by the MCP's caller. It will
// also set an error flag. Once the error flag is set, all
// further ops become no-ops. At that point, attempting a
// Cast will return nullptr.
//
class MCPFetcher
{
public:
MCPFetcher() {}
MCPFetcher(UObject* O) : Obj(O) {}
public:
// Walk a path from an asset to an object
// within that asset. If you call walk a
// second time, it will walk additional steps.
//
MCPFetcher& Walk(const FString& Path);
// Starting point is always Asset.
// Walk a path using individual path
// steps instead of a path. All these steps generate
// errors if they cannot find the desired element.
//
MCPFetcher& Asset(const FString& PackagePath);
// Walk one step.
MCPFetcher& Graph(const FString& Value);
MCPFetcher& Node(const FString& Value);
MCPFetcher& Pin(const FString& Value);
MCPFetcher& Component(const FString& Value);
MCPFetcher& LevelBlueprint(const FString& Value);
// Parse string and walk multiple steps.
MCPFetcher& Walk(const FString& Path);
// C++-only walk step: resolve to the editable template
// (e.g. Blueprint → CDO, everything else → as-is).
MCPFetcher& Template();
// C++-only navigation: drill down to a specific type.
// The following walkers cannot be invoked from
// paths, only procedurally. If the current object
// is already the target type, they do nothing.
// Otherwise, they attempt to convert (e.g. World
// to its level blueprint, Material to its graph).
//
MCPFetcher& ToBlueprint();
MCPFetcher& ToGraph();
// Walker table entry.
struct FWalker
{
const TCHAR* Key; // e.g. "graph", "node", "matexp"
const TCHAR* Description; // brief help text
MCPFetcher& (MCPFetcher::*Func)(const FString& Value);
};
// Returns the static table of all supported walkers.
static const TArray<FWalker>& GetWalkerTable();
// Return true if there haven't been any errors.
// Note that errors always automatically generate
// output to MCPServer::Printf.
//
bool Ok() const { return !bError; }
UObject* GetObj() const { return Obj; }
UObject* GetAsset() const { return OriginalAsset; }
template<class T> T* CastAsset()
{
if (!CheckAssetIsA(T::StaticClass())) return nullptr;
return ::Cast<T>(OriginalAsset);
}
template<class AssetType, class EditorType>
EditorType* CastEditor()
{
if (!CheckAssetIsA(AssetType::StaticClass())) return nullptr;
return static_cast<EditorType*>(Editor);
}
// Try to fetch the current object as a UObject of
// the specified type. If it isn't one, generates an
// error and returns nullptr.
//
template<class T> T *Cast()
{
if (bError) return nullptr;
@@ -87,12 +82,55 @@ public:
return Result;
}
// Get the current object as a UObject if it is one,
// otherwise nullptr. Does not generate errors.
//
UObject* GetObj() const { return Obj; }
// Get the asset from where it all began: the first
// step in the walk path. If the asset couldn't be
// loaded, returns nullptr. Does not generate errors.
//
UObject* GetAsset() const { return OriginalAsset; }
template<class T> T* CastAsset()
{
if (!CheckAssetIsA(T::StaticClass())) return nullptr;
return ::Cast<T>(OriginalAsset);
}
// When an asset is loaded, an editor is automatically
// opened. Get the editor. You must specify the type
// that you expect the asset to be, and the type to cast
// the editor to. Does not generate errors.
//
template<class AssetType, class EditorType>
EditorType* CastEditor()
{
if (!CheckAssetIsA(AssetType::StaticClass())) return nullptr;
return static_cast<EditorType*>(Editor);
}
// Initialize empty. You need to call Asset, or walk
// a path that starts with an asset.
//
MCPFetcher() {}
// Initialize with an object. From there, you can walk
// to sub-objects.
//
MCPFetcher(UObject* O) : Obj(O) {}
// Print out the documentation for paths, for the LLM.
//
static void PrintDocs();
private:
// The Current Object or Pin
// The Current Object. Only one of these can be non-null.
UObject* Obj = nullptr;
UEdGraphPin* ResultPin = nullptr;
// The Starting Asset and the Editor we Opened
// The Starting Asset and the Editor we Opened.
UObject* OriginalAsset = nullptr;
IAssetEditorInstance* Editor = nullptr;
@@ -100,12 +138,13 @@ private:
bool bError = false;
// Internal methods.
using WalkFunc = MCPFetcher& (MCPFetcher::*)(const FString&);
void SetObj(UObject* InObj);
void SetPin(UEdGraphPin* InPin);
MCPFetcher& SetError();
MCPFetcher& TypeMismatch(const TCHAR* Walker, const TCHAR* Expected);
const FWalker* GetWalker(const FString& Key);
bool CheckAssetIsA(UClass* StaticClass);
WalkFunc GetWalker(const FString &Step);
};
template<> inline UEdGraphPin* MCPFetcher::Cast<UEdGraphPin>()

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@@ -7,6 +7,7 @@
// the value's storage. operator-> forwards to the FProperty.
struct MCPProperty
{
public:
FProperty* Prop = nullptr;
void* Container = nullptr;
@@ -23,4 +24,7 @@ struct MCPProperty
static TArray<MCPProperty> GetAllSubstring(UObject* Obj, EPropertyFlags Flags, const FString& Substring);
static TArray<MCPProperty> GetAllExactMatch(UObject* Obj, EPropertyFlags Flags, const FString& Name);
static MCPProperty GetOneExactMatch(UObject* Obj, EPropertyFlags Flags, const FString& Name);
private:
static void Collect(UObject *Obj, TArray<MCPProperty> &Props, EPropertyFlags Flags);
};