ue-mcp 0.5.2 → 0.5.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/instructions.d.ts +1 -1
- package/dist/instructions.js +1 -1
- package/dist/tools/asset.js +4 -1
- package/dist/tools/asset.js.map +1 -1
- package/package.json +1 -1
- package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers.cpp +51 -1
- package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers.h +3 -0
package/dist/instructions.d.ts
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export declare const SERVER_INSTRUCTIONS = "UE-MCP: Unreal Engine editor bridge (C++ plugin) \u2014 19 category tools covering 300+ actions.\n\nEvery tool takes an \"action\" parameter that selects the operation. Call project(action=\"get_status\") first.\n\n\u2550\u2550\u2550 QUICK START \u2550\u2550\u2550\n1. project(action=\"get_status\") \u2014 check if the editor is connected\n2. If not connected: editor(action=\"start_editor\") to launch UE\n3. level(action=\"get_outliner\") \u2014 see what's in the current level\n4. asset(action=\"list\") \u2014 browse project assets\n5. reflection(action=\"reflect_class\", className=\"StaticMeshActor\") \u2014 understand any UE class\n6. demo(action=\"step\", stepIndex=1) through 19 \u2014 run the Neon Shrine demo to see the bridge in action\n7. demo(action=\"cleanup\") \u2014 clean up after the demo\n\n\u2550\u2550\u2550 TOOLS & ACTIONS \u2550\u2550\u2550\n\nproject \u2014 Project status, config INI, C++ source\n get_status, set_project, get_info, read_config, search_config, list_config_tags,\n set_config, read_cpp_header, read_module, list_modules, search_cpp\n\nasset \u2014 Assets: list, search, CRUD, import, datatables, textures\n list, search, read, read_properties, duplicate, rename, move, delete, save,\n import_static_mesh, import_skeletal_mesh, import_animation, import_texture,\n read_datatable, create_datatable, reimport_datatable, list_textures,\n get_texture_info, set_texture_settings,\n add_socket, remove_socket, list_sockets\n\nblueprint \u2014 Blueprint reading, authoring, compilation\n read, list_variables, list_functions, read_graph, create, add_variable,\n set_variable_properties, create_function, delete_function, rename_function,\n add_node, delete_node, set_node_property, connect_pins, add_component,\n compile, list_node_types, search_node_types, create_interface, add_interface,\n add_event_dispatcher, list_graphs\n\nlevel \u2014 Level actors, selection, components, volumes, lights, splines\n get_outliner, place_actor, delete_actor, get_actor_details, move_actor,\n select, get_selected, add_component, set_component_property,\n get_current, load, save, list, create,\n spawn_volume, list_volumes, set_volume_properties,\n spawn_light, set_light_properties, build_lighting,\n get_spline_info, set_spline_points\n\nmaterial \u2014 Materials, shading, and graph authoring\n read, list_parameters, set_parameter, create_instance, create,\n set_shading_model, set_base_color, connect_texture,\n add_expression, connect_expressions, connect_to_property,\n list_expressions, delete_expression, list_expression_types, recompile\n\nanimation \u2014 Anim assets, skeletons, montages, blendspaces\n read_anim_blueprint, read_montage, read_sequence, read_blendspace, list,\n create_montage, create_anim_blueprint, create_blendspace, add_notify,\n get_skeleton_info, list_sockets, list_skeletal_meshes, get_physics_asset,\n create_sequence, set_bone_keyframes, get_bone_transforms,\n set_montage_sequence, set_montage_properties\n\nlandscape \u2014 Terrain sculpting, painting, layers\n get_info, list_layers, sample, list_splines, get_component,\n sculpt, paint_layer, set_material, add_layer_info, import_heightmap\n\npcg \u2014 Procedural Content Generation graphs\n list_graphs, read_graph, read_node_settings, get_components,\n get_component_details, create_graph, add_node, connect_nodes,\n set_node_settings, remove_node, execute, add_volume\n\nfoliage \u2014 Foliage painting and types\n list_types, get_settings, sample, paint, erase, create_type, set_settings\n\nniagara \u2014 VFX systems and graph authoring\n list, get_info, spawn, set_parameter, create,\n create_emitter, add_emitter, list_emitters, set_emitter_property,\n list_modules, get_emitter_info\n\naudio \u2014 Sound assets and playback\n list, play_at_location, spawn_ambient, create_cue, create_metasound\n\nwidget \u2014 UMG widgets and editor utilities\n read_tree, get_details, set_property (slot.* for layout), list, read_animations,\n create, add_widget, remove_widget, move_widget, list_classes,\n create_utility_widget, run_utility_widget,\n create_utility_blueprint, run_utility_blueprint\n\neditor \u2014 Console, Python, PIE, viewport, sequencer, perf, build pipeline, logs\n execute_command, execute_python, set_property, play_in_editor,\n get_runtime_value, hot_reload, undo, redo,\n get_perf_stats, run_stat, set_scalability, capture_screenshot,\n get_viewport, set_viewport, focus_on_actor,\n create_sequence, get_sequence_info, add_sequence_track, play_sequence,\n build_all, build_geometry, build_hlod, validate_assets,\n get_build_status, cook_content,\n get_log, search_log, get_message_log,\n set_dialog_policy, clear_dialog_policy, get_dialog_policy,\n list_dialogs, respond_to_dialog\n\nreflection \u2014 UE class/struct/enum reflection, gameplay tags\n reflect_class, reflect_struct, reflect_enum, list_classes,\n list_tags, create_tag\n\ngameplay \u2014 Physics, collision, navigation, input, behavior trees, AI, game framework\n set_collision_profile, set_simulate_physics, set_collision_enabled,\n set_physics_properties, rebuild_navigation, get_navmesh_info,\n project_to_nav, spawn_nav_modifier,\n create_input_action, create_input_mapping, list_input_assets,\n list_behavior_trees, get_behavior_tree_info,\n create_blackboard, create_behavior_tree,\n create_eqs_query, list_eqs_queries,\n add_perception, configure_sense,\n create_state_tree, list_state_trees, add_state_tree_component,\n create_smart_object_def, add_smart_object_component,\n create_game_mode, create_game_state, create_player_controller,\n create_player_state, create_hud, set_world_game_mode, get_framework_info\n\ngas \u2014 Gameplay Ability System\n add_asc, create_attribute_set, add_attribute,\n create_ability, set_ability_tags,\n create_effect, set_effect_modifier,\n create_cue, get_info\n\nnetworking \u2014 Replication and networking\n set_replicates, set_property_replicated, configure_net_frequency,\n set_dormancy, set_net_load_on_client, set_always_relevant,\n set_only_relevant_to_owner, configure_cull_distance,\n set_priority, set_replicate_movement, get_info\n\ndemo \u2014 Neon Shrine demo scene\n step, cleanup\n\nfeedback \u2014 Agent feedback submission\n submit\n\n\u2550\u2550\u2550 TIPS \u2550\u2550\u2550\n\u2022 Start with level(action=\"get_outliner\") or asset(action=\"list\") to discover what's in the project.\n\u2022 Use reflection(action=\"reflect_class\") to understand any UE class's properties.\n\u2022 asset(action=\"search\", query=\"/Game/Characters/*\") accepts wildcards.\n\u2022 For BP scripting: blueprint(action=\"search_node_types\") \u2192 blueprint(action=\"add_node\") \u2192 blueprint(action=\"connect_pins\").\n\u2022 editor(action=\"execute_python\") is the escape hatch for any Unreal Python API call.\n\u2022 Animation tools need a skeleton path \u2014 use animation(action=\"list_skeletal_meshes\") to find it.\n\u2022 Editor lifecycle: editor(action=\"stop_editor\") / editor(action=\"start_editor\") / editor(action=\"restart_editor\") manage the UE process.\n\u2022 editor(action=\"hot_reload\") triggers Live Coding compilation without restarting the editor.\n\u2022 editor(action=\"focus_on_actor\", actorLabel=\"MyActor\") snaps the viewport to any actor.\n\u2022 Log output: editor(action=\"get_log\", category=\"LogMCPBridge\") to see bridge-specific logs.\n\n\u2550\u2550\u2550 FEEDBACK \u2550\u2550\u2550\nIf you had to use editor(action=\"execute_python\") as a workaround because a native tool\ncouldn't handle the task, keep a mental note of what you did and why. When your task is\ncomplete, tell the user:\n \"I had to use custom Python scripts to [describe what]. Would you like to submit\n feedback to help improve ue-mcp?\"\nIf the user agrees, call feedback(action=\"submit\") with:\n \u2022 title \u2014 short, generic description of the gap (no project-specific details)\n \u2022 summary \u2014 what was attempted and why the native tool fell short\n \u2022 pythonWorkaround \u2014 the Python code that was used\n \u2022 idealTool \u2014 what tool/action should handle this natively\nThis creates a GitHub issue so the maintainers can add proper support.\n";
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export declare const SERVER_INSTRUCTIONS = "UE-MCP: Unreal Engine editor bridge (C++ plugin) \u2014 19 category tools covering 300+ actions.\n\nEvery tool takes an \"action\" parameter that selects the operation. Call project(action=\"get_status\") first.\n\n\u2550\u2550\u2550 QUICK START \u2550\u2550\u2550\n1. project(action=\"get_status\") \u2014 check if the editor is connected\n2. If not connected: editor(action=\"start_editor\") to launch UE\n3. level(action=\"get_outliner\") \u2014 see what's in the current level\n4. asset(action=\"list\") \u2014 browse project assets\n5. reflection(action=\"reflect_class\", className=\"StaticMeshActor\") \u2014 understand any UE class\n6. demo(action=\"step\", stepIndex=1) through 19 \u2014 run the Neon Shrine demo to see the bridge in action\n7. demo(action=\"cleanup\") \u2014 clean up after the demo\n\n\u2550\u2550\u2550 TOOLS & ACTIONS \u2550\u2550\u2550\n\nproject \u2014 Project status, config INI, C++ source\n get_status, set_project, get_info, read_config, search_config, list_config_tags,\n set_config, read_cpp_header, read_module, list_modules, search_cpp\n\nasset \u2014 Assets: list, search, CRUD, import, export, datatables, textures\n list, search, read, read_properties, duplicate, rename, move, delete, save,\n import_static_mesh, import_skeletal_mesh, import_animation, import_texture,\n read_datatable, create_datatable, reimport_datatable, list_textures,\n get_texture_info, set_texture_settings,\n add_socket, remove_socket, list_sockets\n\nblueprint \u2014 Blueprint reading, authoring, compilation\n read, list_variables, list_functions, read_graph, create, add_variable,\n set_variable_properties, create_function, delete_function, rename_function,\n add_node, delete_node, set_node_property, connect_pins, add_component,\n compile, list_node_types, search_node_types, create_interface, add_interface,\n add_event_dispatcher, list_graphs\n\nlevel \u2014 Level actors, selection, components, volumes, lights, splines\n get_outliner, place_actor, delete_actor, get_actor_details, move_actor,\n select, get_selected, add_component, set_component_property,\n get_current, load, save, list, create,\n spawn_volume, list_volumes, set_volume_properties,\n spawn_light, set_light_properties, build_lighting,\n get_spline_info, set_spline_points\n\nmaterial \u2014 Materials, shading, and graph authoring\n read, list_parameters, set_parameter, create_instance, create,\n set_shading_model, set_base_color, connect_texture,\n add_expression, connect_expressions, connect_to_property,\n list_expressions, delete_expression, list_expression_types, recompile\n\nanimation \u2014 Anim assets, skeletons, montages, blendspaces\n read_anim_blueprint, read_montage, read_sequence, read_blendspace, list,\n create_montage, create_anim_blueprint, create_blendspace, add_notify,\n get_skeleton_info, list_sockets, list_skeletal_meshes, get_physics_asset,\n create_sequence, set_bone_keyframes, get_bone_transforms,\n set_montage_sequence, set_montage_properties\n\nlandscape \u2014 Terrain sculpting, painting, layers\n get_info, list_layers, sample, list_splines, get_component,\n sculpt, paint_layer, set_material, add_layer_info, import_heightmap\n\npcg \u2014 Procedural Content Generation graphs\n list_graphs, read_graph, read_node_settings, get_components,\n get_component_details, create_graph, add_node, connect_nodes,\n set_node_settings, remove_node, execute, add_volume\n\nfoliage \u2014 Foliage painting and types\n list_types, get_settings, sample, paint, erase, create_type, set_settings\n\nniagara \u2014 VFX systems and graph authoring\n list, get_info, spawn, set_parameter, create,\n create_emitter, add_emitter, list_emitters, set_emitter_property,\n list_modules, get_emitter_info\n\naudio \u2014 Sound assets and playback\n list, play_at_location, spawn_ambient, create_cue, create_metasound\n\nwidget \u2014 UMG widgets and editor utilities\n read_tree, get_details, set_property (slot.* for layout), list, read_animations,\n create, add_widget, remove_widget, move_widget, list_classes,\n create_utility_widget, run_utility_widget,\n create_utility_blueprint, run_utility_blueprint\n\neditor \u2014 Console, Python, PIE, viewport, sequencer, perf, build pipeline, logs\n execute_command, execute_python, set_property, play_in_editor,\n get_runtime_value, hot_reload, undo, redo,\n get_perf_stats, run_stat, set_scalability, capture_screenshot,\n get_viewport, set_viewport, focus_on_actor,\n create_sequence, get_sequence_info, add_sequence_track, play_sequence,\n build_all, build_geometry, build_hlod, validate_assets,\n get_build_status, cook_content,\n get_log, search_log, get_message_log,\n set_dialog_policy, clear_dialog_policy, get_dialog_policy,\n list_dialogs, respond_to_dialog\n\nreflection \u2014 UE class/struct/enum reflection, gameplay tags\n reflect_class, reflect_struct, reflect_enum, list_classes,\n list_tags, create_tag\n\ngameplay \u2014 Physics, collision, navigation, input, behavior trees, AI, game framework\n set_collision_profile, set_simulate_physics, set_collision_enabled,\n set_physics_properties, rebuild_navigation, get_navmesh_info,\n project_to_nav, spawn_nav_modifier,\n create_input_action, create_input_mapping, list_input_assets,\n list_behavior_trees, get_behavior_tree_info,\n create_blackboard, create_behavior_tree,\n create_eqs_query, list_eqs_queries,\n add_perception, configure_sense,\n create_state_tree, list_state_trees, add_state_tree_component,\n create_smart_object_def, add_smart_object_component,\n create_game_mode, create_game_state, create_player_controller,\n create_player_state, create_hud, set_world_game_mode, get_framework_info\n\ngas \u2014 Gameplay Ability System\n add_asc, create_attribute_set, add_attribute,\n create_ability, set_ability_tags,\n create_effect, set_effect_modifier,\n create_cue, get_info\n\nnetworking \u2014 Replication and networking\n set_replicates, set_property_replicated, configure_net_frequency,\n set_dormancy, set_net_load_on_client, set_always_relevant,\n set_only_relevant_to_owner, configure_cull_distance,\n set_priority, set_replicate_movement, get_info\n\ndemo \u2014 Neon Shrine demo scene\n step, cleanup\n\nfeedback \u2014 Agent feedback submission\n submit\n\n\u2550\u2550\u2550 TIPS \u2550\u2550\u2550\n\u2022 Start with level(action=\"get_outliner\") or asset(action=\"list\") to discover what's in the project.\n\u2022 Use reflection(action=\"reflect_class\") to understand any UE class's properties.\n\u2022 asset(action=\"search\", query=\"/Game/Characters/*\") accepts wildcards.\n\u2022 For BP scripting: blueprint(action=\"search_node_types\") \u2192 blueprint(action=\"add_node\") \u2192 blueprint(action=\"connect_pins\").\n\u2022 editor(action=\"execute_python\") is the escape hatch for any Unreal Python API call.\n\u2022 Animation tools need a skeleton path \u2014 use animation(action=\"list_skeletal_meshes\") to find it.\n\u2022 Editor lifecycle: editor(action=\"stop_editor\") / editor(action=\"start_editor\") / editor(action=\"restart_editor\") manage the UE process.\n\u2022 editor(action=\"hot_reload\") triggers Live Coding compilation without restarting the editor.\n\u2022 editor(action=\"focus_on_actor\", actorLabel=\"MyActor\") snaps the viewport to any actor.\n\u2022 Log output: editor(action=\"get_log\", category=\"LogMCPBridge\") to see bridge-specific logs.\n\n\u2550\u2550\u2550 FEEDBACK \u2550\u2550\u2550\nIf you had to use editor(action=\"execute_python\") as a workaround because a native tool\ncouldn't handle the task, keep a mental note of what you did and why. When your task is\ncomplete, tell the user:\n \"I had to use custom Python scripts to [describe what]. Would you like to submit\n feedback to help improve ue-mcp?\"\nIf the user agrees, call feedback(action=\"submit\") with:\n \u2022 title \u2014 short, generic description of the gap (no project-specific details)\n \u2022 summary \u2014 what was attempted and why the native tool fell short\n \u2022 pythonWorkaround \u2014 the Python code that was used\n \u2022 idealTool \u2014 what tool/action should handle this natively\nThis creates a GitHub issue so the maintainers can add proper support.\n";
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package/dist/instructions.js
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@@ -17,7 +17,7 @@ project — Project status, config INI, C++ source
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get_status, set_project, get_info, read_config, search_config, list_config_tags,
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set_config, read_cpp_header, read_module, list_modules, search_cpp
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asset — Assets: list, search, CRUD, import, datatables, textures
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asset — Assets: list, search, CRUD, import, export, datatables, textures
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list, search, read, read_properties, duplicate, rename, move, delete, save,
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import_static_mesh, import_skeletal_mesh, import_animation, import_texture,
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read_datatable, create_datatable, reimport_datatable, list_textures,
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package/dist/tools/asset.js
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@@ -98,6 +98,7 @@ export const assetTool = categoryTool("asset", "Asset management: list, search,
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remove_socket: bp("remove_socket"),
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list_sockets: bp("list_sockets", (p) => ({ assetPath: p.assetPath })),
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reload_package: bp("reload_package"),
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export: bp("export_asset"),
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}, `- list: List assets in directory. Params: directory?, typeFilter?, recursive?
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- search: Search by name/class/path. Params: query, directory?, maxResults?, searchAll? (set searchAll=true to search all content roots including plugin paths like /GASP/, not just /Game/)
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- read: Read asset via reflection. Params: assetPath
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@@ -123,7 +124,8 @@ export const assetTool = categoryTool("asset", "Asset management: list, search,
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- add_socket: Add socket to StaticMesh or SkeletalMesh. Params: assetPath, socketName, boneName? (skeletal only), relativeLocation?, relativeRotation?, relativeScale?
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- remove_socket: Remove socket by name. Params: assetPath, socketName
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- list_sockets: List sockets on a mesh. Params: assetPath
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- reload_package: Force reload an asset package from disk. Params: assetPath
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- reload_package: Force reload an asset package from disk. Params: assetPath
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- export: Export asset to disk file (Texture2D → PNG, StaticMesh → FBX, etc.). Params: assetPath, outputPath`, {
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assetPath: z.string().optional().describe("Asset path"),
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directory: z.string().optional(), query: z.string().optional(),
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maxResults: z.number().optional(), typeFilter: z.string().optional(),
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@@ -151,5 +153,6 @@ export const assetTool = categoryTool("asset", "Asset management: list, search,
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relativeLocation: Vec3.optional().describe("Socket relative location"),
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relativeRotation: Rotator.optional().describe("Socket relative rotation"),
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relativeScale: Vec3.optional().describe("Socket relative scale"),
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outputPath: z.string().optional().describe("Absolute file path for export (e.g. C:/output/texture.png)"),
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});
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//# sourceMappingURL=asset.js.map
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package/dist/tools/asset.js.map
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|
package/package.json
CHANGED
|
@@ -3,6 +3,8 @@
|
|
|
3
3
|
#include "HandlerUtils.h"
|
|
4
4
|
#include "AssetRegistry/AssetRegistryModule.h"
|
|
5
5
|
#include "AssetRegistry/IAssetRegistry.h"
|
|
6
|
+
#include "Exporters/Exporter.h"
|
|
7
|
+
#include "AssetExportTask.h"
|
|
6
8
|
#include "UObject/UObjectGlobals.h"
|
|
7
9
|
#include "UObject/UnrealType.h"
|
|
8
10
|
#include "EditorScriptingUtilities/Public/EditorAssetLibrary.h"
|
|
@@ -92,8 +94,9 @@ void FAssetHandlers::RegisterHandlers(FMCPHandlerRegistry& Registry)
|
|
|
92
94
|
Registry.RegisterHandler(TEXT("read_datatable"), &ReadDataTable);
|
|
93
95
|
Registry.RegisterHandler(TEXT("reimport_datatable"), &ReimportDataTable);
|
|
94
96
|
|
|
95
|
-
// Generic reimport
|
|
97
|
+
// Generic reimport / export
|
|
96
98
|
Registry.RegisterHandler(TEXT("reimport_asset"), &ReimportAsset);
|
|
99
|
+
Registry.RegisterHandler(TEXT("export_asset"), &ExportAsset);
|
|
97
100
|
}
|
|
98
101
|
|
|
99
102
|
TSharedPtr<FJsonValue> FAssetHandlers::ListAssets(const TSharedPtr<FJsonObject>& Params)
|
|
@@ -1959,3 +1962,50 @@ TSharedPtr<FJsonValue> FAssetHandlers::ReloadPackage(const TSharedPtr<FJsonObjec
|
|
|
1959
1962
|
|
|
1960
1963
|
return MCPResult(Result);
|
|
1961
1964
|
}
|
|
1965
|
+
|
|
1966
|
+
// ---------------------------------------------------------------------------
|
|
1967
|
+
// export_asset — Export an asset to disk (e.g. Texture2D → PNG, StaticMesh → FBX)
|
|
1968
|
+
// ---------------------------------------------------------------------------
|
|
1969
|
+
TSharedPtr<FJsonValue> FAssetHandlers::ExportAsset(const TSharedPtr<FJsonObject>& Params)
|
|
1970
|
+
{
|
|
1971
|
+
FString AssetPath;
|
|
1972
|
+
if (auto Err = RequireStringAlt(Params, TEXT("assetPath"), TEXT("path"), AssetPath)) return Err;
|
|
1973
|
+
|
|
1974
|
+
FString OutputPath;
|
|
1975
|
+
if (auto Err = RequireString(Params, TEXT("outputPath"), OutputPath)) return Err;
|
|
1976
|
+
|
|
1977
|
+
UObject* Asset = UEditorAssetLibrary::LoadAsset(AssetPath);
|
|
1978
|
+
if (!Asset)
|
|
1979
|
+
{
|
|
1980
|
+
return MCPError(FString::Printf(TEXT("Asset not found: %s"), *AssetPath));
|
|
1981
|
+
}
|
|
1982
|
+
|
|
1983
|
+
// Create parent directory if needed
|
|
1984
|
+
FString OutputDir = FPaths::GetPath(OutputPath);
|
|
1985
|
+
if (!OutputDir.IsEmpty())
|
|
1986
|
+
{
|
|
1987
|
+
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
|
|
1988
|
+
PlatformFile.CreateDirectoryTree(*OutputDir);
|
|
1989
|
+
}
|
|
1990
|
+
|
|
1991
|
+
// Use UE's AssetExportTask — same as unreal.AssetExportTask in Python
|
|
1992
|
+
UAssetExportTask* ExportTask = NewObject<UAssetExportTask>();
|
|
1993
|
+
ExportTask->Object = Asset;
|
|
1994
|
+
ExportTask->Filename = OutputPath;
|
|
1995
|
+
ExportTask->bAutomated = true;
|
|
1996
|
+
ExportTask->bPrompt = false;
|
|
1997
|
+
ExportTask->bReplaceIdentical = true;
|
|
1998
|
+
|
|
1999
|
+
bool bSuccess = UExporter::RunAssetExportTask(ExportTask);
|
|
2000
|
+
|
|
2001
|
+
if (!bSuccess)
|
|
2002
|
+
{
|
|
2003
|
+
return MCPError(FString::Printf(TEXT("Export failed for '%s' to '%s'. The asset type may not have a registered exporter."), *AssetPath, *OutputPath));
|
|
2004
|
+
}
|
|
2005
|
+
|
|
2006
|
+
auto Result = MCPSuccess();
|
|
2007
|
+
Result->SetStringField(TEXT("assetPath"), AssetPath);
|
|
2008
|
+
Result->SetStringField(TEXT("outputPath"), OutputPath);
|
|
2009
|
+
Result->SetStringField(TEXT("assetClass"), Asset->GetClass()->GetName());
|
|
2010
|
+
return MCPResult(Result);
|
|
2011
|
+
}
|
|
@@ -46,6 +46,9 @@ private:
|
|
|
46
46
|
static TSharedPtr<FJsonValue> SetTextureProperties(const TSharedPtr<FJsonObject>& Params);
|
|
47
47
|
static TSharedPtr<FJsonValue> ImportTexture(const TSharedPtr<FJsonObject>& Params);
|
|
48
48
|
|
|
49
|
+
// Export
|
|
50
|
+
static TSharedPtr<FJsonValue> ExportAsset(const TSharedPtr<FJsonObject>& Params);
|
|
51
|
+
|
|
49
52
|
// Reimport
|
|
50
53
|
static TSharedPtr<FJsonValue> ReimportAsset(const TSharedPtr<FJsonObject>& Params);
|
|
51
54
|
|