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

48 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "MCPHandler.h"
#include "MCPFetcher.h"
#include "Editor.h"
#include "Subsystems/AssetEditorSubsystem.h"
#include "Editor_OpenAsset.generated.h"
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
UCLASS()
class UMCP_Editor_OpenAsset : public UObject, public IMCPHandler
{
GENERATED_BODY()
public:
UPROPERTY(meta=(Description="MCPFetcher path to the asset to open (e.g. /Game/Materials/M_Gold)"))
FString Path;
virtual FString GetDescription() const override
{
return TEXT("Open an asset in its editor and bring it to focus.");
}
virtual void Handle(FStringBuilderBase& Result) override
{
MCPFetcher F(Result);
UObject* Obj = F.Walk(Path).Cast<UObject>();
if (!Obj) return;
UAssetEditorSubsystem* Sub = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>();
if (!Sub)
{
Result.Append(TEXT("Error: AssetEditorSubsystem not available\n"));
return;
}
if (Sub->OpenEditorForAsset(Obj))
Result.Appendf(TEXT("Opened editor for %s\n"), *Obj->GetPathName());
else
Result.Appendf(TEXT("Error: Could not open editor for %s\n"), *Obj->GetPathName());
}
};