Files
integration/Plugins/BlueprintMCP/Source/BlueprintMCP/Handlers/StateMachine_SetTransitionRule.h
2026-03-14 00:02:00 -04:00

93 lines
2.8 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "MCPServer.h"
#include "MCPHandler.h"
#include "MCPFetcher.h"
#include "MCPUtils.h"
#include "Kismet2/KismetEditorUtilities.h"
#include "Animation/AnimBlueprint.h"
#include "AnimStateTransitionNode.h"
#include "AnimationStateMachineGraph.h"
#include "StateMachine_SetTransitionRule.generated.h"
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
UCLASS()
class UMCP_StateMachine_SetTransitionRule : public UObject, public IMCPHandler
{
GENERATED_BODY()
public:
UPROPERTY(meta=(Description="Animation Blueprint package path"))
FString Blueprint;
UPROPERTY(meta=(Description="State machine graph name"))
FString Graph;
UPROPERTY(meta=(Description="Name of the source state"))
FString FromState;
UPROPERTY(meta=(Description="Name of the target state"))
FString ToState;
UPROPERTY(meta=(Optional, Description="Crossfade duration in seconds"))
float CrossfadeDuration = 0.0f;
UPROPERTY(meta=(Optional, Description="Blend mode (as integer enum value)"))
int32 BlendMode = 0;
UPROPERTY(meta=(Optional, Description="Transition priority order"))
int32 PriorityOrder = 0;
UPROPERTY(meta=(Optional, Description="Logic type (as integer enum value)"))
int32 LogicType = 0;
UPROPERTY(meta=(Optional, Description="Whether the transition is bidirectional"))
bool BBidirectional = false;
virtual FString GetDescription() const override
{
return TEXT("Update properties on an existing transition between two states in an animation state machine.");
}
virtual void Handle() override
{
MCPFetcher F;
UAnimBlueprint* AnimBP = F.Asset(Blueprint).Cast<UAnimBlueprint>();
if (!AnimBP) return;
UAnimationStateMachineGraph* SMGraph = MCPUtils::FindStateMachineGraph(AnimBP, Graph);
if (!SMGraph)
{
UMCPServer::Printf(TEXT("ERROR: State machine graph '%s' not found in '%s'\n"), *Graph, *MCPUtils::FormatName(AnimBP));
return;
}
UAnimStateTransitionNode* TransNode = MCPUtils::FindTransition(SMGraph, FromState, ToState);
if (!TransNode)
{
UMCPServer::Printf(TEXT("ERROR: Transition from '%s' to '%s' not found in graph '%s'\n"),
*FromState, *ToState, *Graph);
return;
}
// Apply properties
TransNode->CrossfadeDuration = CrossfadeDuration;
TransNode->BlendMode = (EAlphaBlendOption)BlendMode;
TransNode->PriorityOrder = PriorityOrder;
TransNode->LogicType = (ETransitionLogicType::Type)LogicType;
TransNode->Bidirectional = BBidirectional;
// Compile and save
FKismetEditorUtilities::CompileBlueprint(AnimBP);
MCPUtils::SaveBlueprintPackage(AnimBP);
UMCPServer::Printf(TEXT("Updated transition %s -> %s: %s\n"),
*FromState, *ToState, *MCPUtils::FormatName(TransNode));
}
};