Files
integration/Plugins/BlueprintMCP/Source/BlueprintMCP/Handlers/Material_Compile.h

63 lines
1.6 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "MCPServer.h"
#include "MCPHandler.h"
#include "MCPFetcher.h"
#include "MCPUtils.h"
#include "Materials/Material.h"
#include "Material_Compile.generated.h"
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
UCLASS()
class UMCP_Material_Compile : public UObject, public IMCPHandler
{
GENERATED_BODY()
public:
UPROPERTY(meta=(Description="Material name or package path"))
FString Material;
virtual FString GetDescription() const override
{
return TEXT("Force recompile a material and check for compilation errors.");
}
virtual void Handle() override
{
// Load material
MCPFetcher F;
UMaterial* MaterialObj = F.Asset(Material).Cast<UMaterial>();
if (!MaterialObj) return;
// Force recompile
MaterialObj->ForceRecompileForRendering();
// Wait for compilation to finish, then check for errors
FMaterialResource* Resource = MaterialObj->GetMaterialResource(GMaxRHIFeatureLevel);
TArray<FString> Errors;
if (Resource)
{
Resource->FinishCompilation();
Errors = Resource->GetCompileErrors();
}
if (Errors.IsEmpty())
{
UMCPServer::Printf(TEXT("%s compiled successfully.\n"), *MCPUtils::FormatName(MaterialObj));
}
else
{
UMCPServer::Printf(TEXT("%s compiled with %d error(s):\n"), *MCPUtils::FormatName(MaterialObj), Errors.Num());
for (const FString& Err : Errors)
{
UMCPServer::Printf(TEXT(" %s\n"), *Err);
}
}
}
};