Files
integration/Plugins/BlueprintMCP/Source/BlueprintMCP/Public/MCPAssetFinder.h
2026-03-08 03:44:27 -04:00

87 lines
2.7 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "AssetRegistry/AssetData.h"
#include "MCPUtils.h"
#include "Engine/Blueprint.h"
#include "Engine/LevelScriptBlueprint.h"
#include "Engine/World.h"
struct FARFilter;
// ============================================================
// MCPAssetsBase — non-template base for MCPAssets<T>
// ============================================================
class MCPAssetsBase
{
public:
MCPAssetsBase(UClass* InTargetClass);
MCPAssetsBase& Scan(UClass* Class) { Classes.Add(Class); return *this; }
template<class T> MCPAssetsBase& Scan() { return Scan(T::StaticClass()); }
MCPAssetsBase& Exact(const FString& InName);
MCPAssetsBase& Substring(const FString& InFilter);
MCPAssetsBase& Limit(int32 Count) { MaxResults = Count; return *this; }
MCPAssetsBase& NoDerived();
MCPAssetsBase& AllContent();
MCPAssetsBase& Errors(MCPErrorCallback InCB);
MCPAssetsBase& EAny() { bErrorIfAny = true; return *this; }
MCPAssetsBase& ENone() { bErrorIfNone = true; return *this; }
MCPAssetsBase& ETwo() { bErrorIfTwo = true; return *this; }
bool Load();
bool Info();
const TArray<FAssetData>& AllData() const { return AssetResults; }
const FAssetData& OneData() const { return AssetResults[0]; }
private:
bool Execute(bool bLoad);
void ConfigureFilterClassPaths(FARFilter &Filter);
bool AssetMatches(const FAssetData &Data);
UObject *TryLoadAsset(const FAssetData &Asset);
void SetError(const FString &Msg);
protected:
UClass* TargetClass;
TArray<UClass*, TInlineAllocator<4>> Classes;
TArray<FAssetData> AssetResults;
TArray<UObject*> UObjectResults;
FString MatchName;
bool bExactMatch = false;
bool bPatternHasSlash = false;
bool bNoDerived = false;
bool bAllContent = false;
bool bErrorIfAny = false;
bool bErrorIfNone = false;
bool bErrorIfTwo = false;
int32 MaxResults = 50;
MCPErrorCallback ErrorCB = MCPErrorCallback(nullptr);
};
// ============================================================
// MCPAssets<T> — builder-pattern asset finder
//
// Usage:
// MCPAssets<UBlueprint> Assets;
// if (!Assets.Exact(Name).Errors(Result).ENone().ETwo().Load()) return;
// UBlueprint* BP = Assets.Object();
//
// MCPAssets<UMaterial> Materials;
// if (!Materials.Substring(Filter).Limit(100).Load()) return;
// for (UMaterial* Mat : Materials.Objects()) { ... }
// ============================================================
template<class T>
class MCPAssets : public MCPAssetsBase
{
public:
MCPAssets() : MCPAssetsBase(T::StaticClass()) {}
TArrayView<T* const> Objects() const
{
return TArrayView<T* const>(reinterpret_cast<T* const*>(UObjectResults.GetData()), UObjectResults.Num());
}
T* Object() const { return static_cast<T*>(UObjectResults[0]); }
};