Files
integration/Plugins/BlueprintMCP/Source/BlueprintMCP/HalfBaked/StateMachine_AddTransition.h
2026-03-15 19:32:09 -04:00

100 lines
3.1 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 "AnimStateNode.h"
#include "AnimStateTransitionNode.h"
#include "AnimationStateMachineGraph.h"
#include "StateMachine_AddTransition.generated.h"
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
UCLASS()
class UMCP_StateMachine_AddTransition : 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="Transition priority order"))
int32 Priority = 0;
UPROPERTY(meta=(Optional, Description="Whether the transition is bidirectional"))
bool BBidirectional = false;
virtual FString GetDescription() const override
{
return TEXT("Add a transition between two states in an animation state machine graph.");
}
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;
}
UAnimStateNode* FromStateNode = MCPUtils::FindStateByName(SMGraph, FromState);
if (!FromStateNode) return;
UAnimStateNode* ToStateNode = MCPUtils::FindStateByName(SMGraph, ToState);
if (!ToStateNode) return;
// Create transition node
UAnimStateTransitionNode* TransNode = NewObject<UAnimStateTransitionNode>(SMGraph);
TransNode->CreateNewGuid();
TransNode->PostPlacedNewNode();
TransNode->AllocateDefaultPins();
// Position between the two states
TransNode->NodePosX = (FromStateNode->NodePosX + ToStateNode->NodePosX) / 2;
TransNode->NodePosY = (FromStateNode->NodePosY + ToStateNode->NodePosY) / 2;
SMGraph->AddNode(TransNode, false, false);
TransNode->SetFlags(RF_Transactional);
// Connect: FromState output -> Transition input, Transition output -> ToState input
TransNode->CreateConnections(FromStateNode, ToStateNode);
// Set optional properties
TransNode->CrossfadeDuration = CrossfadeDuration;
TransNode->PriorityOrder = Priority;
TransNode->Bidirectional = BBidirectional;
// Compile and save
FKismetEditorUtilities::CompileBlueprint(AnimBP);
MCPUtils::SaveBlueprintPackage(AnimBP);
UMCPServer::Printf(TEXT("Created transition %s -> %s: %s\n"),
*FromState, *ToState, *MCPUtils::FormatName(TransNode));
}
};