82 lines
2.5 KiB
C++
82 lines
2.5 KiB
C++
#pragma once
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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 "MCPUtils.h"
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#include "Kismet2/KismetEditorUtilities.h"
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#include "Animation/AnimBlueprint.h"
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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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#include "UMCPHandler_RemoveAnimStateFromMachine.generated.h"
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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UCLASS(meta=(Group="Unclassified"))
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class UMCPHandler_RemoveAnimStateFromMachine : public UObject, public IMCPHandler
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{
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GENERATED_BODY()
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public:
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UPROPERTY(meta=(Description="Path to the state machine graph, e.g. /Game/MyAnimBP,graph:StateMachine"))
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FString Path;
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UPROPERTY(meta=(Description="Name of the state to remove"))
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FString StateName;
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virtual FString GetDescription() const override
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{
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return TEXT("Remove a state and its connected transitions from an animation state machine graph.");
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}
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virtual void Handle(const FJsonObject* Json, FStringBuilderBase& Result) override
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{
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// Fetch the state machine graph via MCPFetcher
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MCPFetcher F(Result);
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F.Walk(Path);
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if (!F.Ok()) return;
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UAnimationStateMachineGraph* SMGraph = F.Cast<UAnimationStateMachineGraph>();
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if (!SMGraph) return;
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// Find the owning AnimBlueprint for compile/save
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UBlueprint* BP = Cast<UBlueprint>(SMGraph->GetOuter()->GetOuter());
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if (!BP)
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{
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Result.Append(TEXT("ERROR: Could not find owning blueprint.\n"));
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return;
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}
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// Find the state node
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UAnimStateNode* StateNode = MCPUtils::FindStateByName(SMGraph, StateName, Result);
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if (!StateNode) return;
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// Collect and remove transitions connected to this state
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int32 RemovedTransitions = 0;
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for (UEdGraphNode* Node : TArray<UEdGraphNode*>(SMGraph->Nodes))
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{
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UAnimStateTransitionNode* TransNode = Cast<UAnimStateTransitionNode>(Node);
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if (!TransNode) continue;
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if (TransNode->GetPreviousState() != StateNode && TransNode->GetNextState() != StateNode) continue;
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TransNode->BreakAllNodeLinks();
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SMGraph->RemoveNode(TransNode);
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RemovedTransitions++;
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}
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// Remove the state
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StateNode->BreakAllNodeLinks();
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SMGraph->RemoveNode(StateNode);
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// Compile and save
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FKismetEditorUtilities::CompileBlueprint(BP);
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MCPUtils::SaveBlueprintPackage(BP);
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Result.Appendf(TEXT("Removed state %s and %d transition(s).\n"),
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*MCPUtils::FormatName(StateNode), RemovedTransitions);
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}
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};
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