ultimate-unreal-engine-mcp 0.1.13 → 0.1.14
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package/package.json
CHANGED
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@@ -478,8 +478,35 @@ void RegisterActorCommands(FMCPCommandRouter& Router)
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478
478
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return;
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479
479
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}
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480
480
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481
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-
//
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482
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-
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481
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+
// Optional component_name — if set, resolve property on the named component
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482
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// instead of the actor itself. Enables "DoorMesh" + "StaticMesh" patterns.
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483
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UObject* PropertyOwner = TargetActor;
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484
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FString ComponentName;
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485
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if (Payload->TryGetStringField(TEXT("component_name"), ComponentName) && !ComponentName.IsEmpty())
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486
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{
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487
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UActorComponent* Comp = TargetActor->FindComponentByClass<UActorComponent>();
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488
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// Search all components by their subobject name.
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489
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TInlineComponentArray<UActorComponent*> Components;
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490
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TargetActor->GetComponents(Components);
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491
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UActorComponent* FoundComp = nullptr;
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492
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for (UActorComponent* C : Components)
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493
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{
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494
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if (C && C->GetName() == ComponentName)
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495
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{
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496
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FoundComp = C;
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497
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break;
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498
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}
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499
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}
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500
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if (!FoundComp)
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501
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{
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502
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SendResponse(BuildActorErrorResponse(CorrId, TEXT("component_not_found")) + TEXT("\n"));
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503
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return;
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504
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}
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505
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PropertyOwner = FoundComp;
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506
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}
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507
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+
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508
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// Find the UPROPERTY by name on the target object's class.
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509
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FProperty* Prop = PropertyOwner->GetClass()->FindPropertyByName(FName(*PropertyName));
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483
510
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if (!Prop)
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484
511
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{
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485
512
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SendResponse(BuildActorErrorResponse(CorrId, TEXT("property_not_found")) + TEXT("\n"));
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@@ -487,7 +514,7 @@ void RegisterActorCommands(FMCPCommandRouter& Router)
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487
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}
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488
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489
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TargetActor->Modify();
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490
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-
void* ValuePtr = Prop->ContainerPtrToValuePtr<void>(
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517
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void* ValuePtr = Prop->ContainerPtrToValuePtr<void>(PropertyOwner);
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491
518
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492
519
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if (ValueType == TEXT("bool"))
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493
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{
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