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

100 lines
2.9 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "MCPHandler.h"
#include "MCPAssetFinder.h"
#include "MCPUtils.h"
#include "StructUtils/UserDefinedStruct.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "UserDefinedStructure/UserDefinedStructEditorData.h"
#include "Factories/StructureFactory.h"
#include "MCPPackageMaker.h"
#include "Struct_Create.generated.h"
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
USTRUCT()
struct FStructPropertyEntry
{
GENERATED_BODY()
UPROPERTY()
FString Name;
UPROPERTY()
FString Type;
};
UCLASS()
class UMCP_Struct_Create : public UObject, public IMCPHandler
{
GENERATED_BODY()
public:
UPROPERTY(meta=(Description="Full asset path for the new struct (e.g. '/Game/DataTypes/S_MyStruct')"))
FString AssetPath;
UPROPERTY(meta=(Optional, Description="Array of initial properties, each with 'name' and 'type' fields"))
FMCPJsonArray Properties;
virtual FString GetDescription() const override
{
return TEXT("Create a new UserDefinedStruct asset with optional initial properties.");
}
virtual void Handle(FStringBuilderBase& Result) override
{
MCPErrorCallback Error(Result);
MCPPackageMaker Maker(AssetPath, Error);
if (!Maker.Ok()) return;
// Create the struct using the AssetTools factory.
UUserDefinedStruct* NewStruct = Maker.CreateAsset<UUserDefinedStruct, UStructureFactory>();
if (!NewStruct) return;
// Add properties if specified.
int32 PropsAdded = 0;
for (const TSharedPtr<FJsonValue>& PropVal : Properties.Array)
{
FStructPropertyEntry Entry;
if (!MCPUtils::PopulateFromJson(FStructPropertyEntry::StaticStruct(), &Entry, PropVal, Result)) return;
if (Entry.Name.IsEmpty() || Entry.Type.IsEmpty()) continue;
FEdGraphPinType PinType;
if (!MCPUtils::ResolveTypeFromString(Entry.Type, PinType, Result))
continue;
// Snapshot existing GUIDs so we can find the newly added one.
TSet<FGuid> ExistingGuids;
for (const FStructVariableDescription& Var : FStructureEditorUtils::GetVarDesc(NewStruct))
ExistingGuids.Add(Var.VarGuid);
if (!FStructureEditorUtils::AddVariable(NewStruct, PinType))
continue;
// Find the new variable by diffing GUID sets.
for (const FStructVariableDescription& Var : FStructureEditorUtils::GetVarDesc(NewStruct))
{
if (!ExistingGuids.Contains(Var.VarGuid))
{
FStructureEditorUtils::RenameVariable(NewStruct, Var.VarGuid, Entry.Name);
break;
}
}
PropsAdded++;
}
bool bSaved = MCPUtils::SaveGenericPackage(NewStruct);
Result.Appendf(TEXT("Created %s\n"), *NewStruct->GetPathName());
if (PropsAdded > 0)
Result.Appendf(TEXT("Properties added: %d\n"), PropsAdded);
if (!bSaved)
Result.Append(TEXT("WARNING: Package save failed\n"));
}
};