82 lines
2.4 KiB
C++
82 lines
2.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "MCPHandler.h"
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#include "MCPAssetFinder.h"
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#include "MCPUtils.h"
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#include "Animation/Skeleton.h"
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#include "Animation/BlendSpace.h"
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#include "BlendSpace_Create.generated.h"
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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UCLASS()
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class UMCP_BlendSpace_Create : public UObject, public IMCPHandler
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{
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GENERATED_BODY()
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public:
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UPROPERTY(meta=(Description="Name for the new Blend Space asset"))
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FString Name;
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UPROPERTY(meta=(Description="Package path where the asset will be created (must start with /Game)"))
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FString PackagePath;
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UPROPERTY(meta=(Description="Name or path of the skeleton asset to use"))
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FString Skeleton;
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virtual FString GetDescription() const override
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{
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return TEXT("Create a new 2D Blend Space asset with a specified skeleton.");
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}
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virtual void Handle(const FJsonObject* Json, FStringBuilderBase& Result) override
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{
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if (!PackagePath.StartsWith(TEXT("/Game")))
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{
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Result.Append(TEXT("ERROR: PackagePath must start with '/Game'\n"));
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return;
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}
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// Check if an asset with this name already exists.
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MCPAssets<UBlendSpace> ExistCheck;
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if (!ExistCheck.Exact(Name).Errors(Result).EAny().Info()) return;
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// Resolve skeleton.
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MCPAssets<USkeleton> SkeletonAssets;
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if (!SkeletonAssets.Exact(Skeleton).Errors(Result).ENone().ETwo().Load()) return;
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USkeleton* SkeletonObj = SkeletonAssets.Object();
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// Create the package.
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FString FullPackagePath = PackagePath / Name;
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UPackage* Package = CreatePackage(*FullPackagePath);
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if (!Package)
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{
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Result.Appendf(TEXT("ERROR: Failed to create package at '%s'\n"), *FullPackagePath);
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return;
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}
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// Create the Blend Space.
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UBlendSpace* NewBS = NewObject<UBlendSpace>(Package, FName(*Name), RF_Public | RF_Standalone);
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if (!NewBS)
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{
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Result.Append(TEXT("ERROR: Failed to create Blend Space object\n"));
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return;
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}
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// Set skeleton.
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NewBS->SetSkeleton(SkeletonObj);
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NewBS->MarkPackageDirty();
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bool bSaved = MCPUtils::SaveGenericPackage(NewBS);
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Result.Appendf(TEXT("Created %s\n"), *NewBS->GetPathName());
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Result.Appendf(TEXT("Skeleton: %s\n"), *SkeletonObj->GetPathName());
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if (!bSaved)
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Result.Append(TEXT("WARNING: Package save failed\n"));
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}
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};
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