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

113 lines
3.6 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "MCPHandler.h"
#include "MCPAssetFinder.h"
#include "MCPUtils.h"
#include "Materials/Material.h"
#include "Materials/MaterialInterface.h"
#include "Materials/MaterialInstanceConstant.h"
#include "Factories/MaterialInstanceConstantFactoryNew.h"
#include "AssetToolsModule.h"
#include "IAssetTools.h"
#include "MaterialInstance_Create.generated.h"
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
UCLASS()
class UMCP_MaterialInstance_Create : public UObject, public IMCPHandler
{
GENERATED_BODY()
public:
UPROPERTY(meta=(Description="Name for the new Material Instance asset"))
FString Name;
UPROPERTY(meta=(Description="Package path where the asset will be created (must start with /Game)"))
FString PackagePath;
UPROPERTY(meta=(Description="Parent material name or path (Material or Material Instance)"))
FString ParentMaterial;
virtual FString GetDescription() const override
{
return TEXT("Create a new Material Instance Constant asset with a specified parent material.");
}
virtual void Handle(FStringBuilderBase& Result) override
{
if (!PackagePath.StartsWith(TEXT("/Game")))
{
Result.Append(TEXT("ERROR: PackagePath must start with '/Game'\n"));
return;
}
// Check if asset already exists.
MCPAssets<UMaterialInstanceConstant> ExistCheck;
if (!ExistCheck.Exact(Name).Errors(Result).EAny().Info()) return;
// Load parent material -- try as Material first, then as Material Instance.
UMaterialInterface* ParentMaterialObj = nullptr;
{
MCPAssets<UMaterial> MatAssets;
if (MatAssets.Exact(ParentMaterial).ETwo().Load() && !MatAssets.Objects().IsEmpty())
{
ParentMaterialObj = MatAssets.Object();
}
else
{
MCPAssets<UMaterialInstanceConstant> MIAssets;
if (MIAssets.Exact(ParentMaterial).ETwo().Load() && !MIAssets.Objects().IsEmpty())
{
ParentMaterialObj = MIAssets.Object();
}
}
}
if (!ParentMaterialObj)
{
ParentMaterialObj = LoadObject<UMaterialInterface>(nullptr, *ParentMaterial);
}
if (!ParentMaterialObj)
{
Result.Appendf(TEXT("ERROR: Parent material '%s' not found\n"), *ParentMaterial);
return;
}
// Create via factory + AssetTools.
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
UMaterialInstanceConstantFactoryNew* Factory = NewObject<UMaterialInstanceConstantFactoryNew>();
UObject* NewAsset = AssetTools.CreateAsset(Name, PackagePath, UMaterialInstanceConstant::StaticClass(), Factory);
UMaterialInstanceConstant* MI = Cast<UMaterialInstanceConstant>(NewAsset);
if (!MI)
{
Result.Appendf(TEXT("ERROR: Failed to create Material Instance '%s' in '%s'\n"), *Name, *PackagePath);
return;
}
// Set parent.
TArray<UObject*> Chain = { MI };
MCPUtils::PreEdit(Chain);
MI->Parent = ParentMaterialObj;
MCPUtils::PostEdit(Chain);
// Save.
bool bSaved = MCPUtils::SaveGenericPackage(MI);
Result.Appendf(TEXT("Created %s\n"), *MI->GetPathName());
if (UMaterialInstance* ParentMI = Cast<UMaterialInstance>(ParentMaterialObj))
Result.Appendf(TEXT("Parent: %s\n"), *MCPUtils::FormatName(ParentMI));
else if (UMaterial* ParentMat = Cast<UMaterial>(ParentMaterialObj))
Result.Appendf(TEXT("Parent: %s\n"), *MCPUtils::FormatName(ParentMat));
else
Result.Appendf(TEXT("Parent: %s\n"), *ParentMaterialObj->GetPathName());
if (!bSaved)
Result.Append(TEXT("WARNING: Package save failed\n"));
}
};