ultimate-unreal-engine-mcp 0.1.18 → 0.1.20
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package/package.json
CHANGED
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@@ -616,6 +616,42 @@ void RegisterActorCommands(FMCPCommandRouter& Router)
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616
616
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ObjProp->SetObjectPropertyValue(ValuePtr, Asset);
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617
617
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}
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618
618
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}
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619
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+
else if (ValueType == TEXT("vector"))
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620
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{
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621
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// Parse {x, y, z} JSON object for FVector properties (e.g. RelativeLocation).
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622
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const TSharedPtr<FJsonObject>* VecObj;
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623
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if (Payload->TryGetObjectField(TEXT("value"), VecObj))
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624
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{
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625
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double X = 0.0, Y = 0.0, Z = 0.0;
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626
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(*VecObj)->TryGetNumberField(TEXT("x"), X);
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627
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(*VecObj)->TryGetNumberField(TEXT("y"), Y);
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628
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(*VecObj)->TryGetNumberField(TEXT("z"), Z);
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629
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+
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630
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FStructProperty* StructProp = CastField<FStructProperty>(Prop);
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631
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if (StructProp && StructProp->Struct == TBaseStructure<FVector>::Get())
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632
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{
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633
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*reinterpret_cast<FVector*>(ValuePtr) = FVector(X, Y, Z);
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634
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}
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635
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}
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636
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}
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637
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else if (ValueType == TEXT("rotator"))
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638
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{
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639
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// Parse {pitch, yaw, roll} JSON object for FRotator properties (e.g. RelativeRotation).
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640
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const TSharedPtr<FJsonObject>* RotObj;
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641
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if (Payload->TryGetObjectField(TEXT("value"), RotObj))
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642
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{
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643
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double Pitch = 0.0, Yaw = 0.0, Roll = 0.0;
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644
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(*RotObj)->TryGetNumberField(TEXT("pitch"), Pitch);
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645
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(*RotObj)->TryGetNumberField(TEXT("yaw"), Yaw);
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646
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(*RotObj)->TryGetNumberField(TEXT("roll"), Roll);
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647
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648
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FStructProperty* StructProp = CastField<FStructProperty>(Prop);
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649
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if (StructProp && StructProp->Struct == TBaseStructure<FRotator>::Get())
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650
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{
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651
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*reinterpret_cast<FRotator*>(ValuePtr) = FRotator(Pitch, Yaw, Roll);
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652
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}
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653
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}
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654
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}
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619
655
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else
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620
656
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{
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621
657
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SendResponse(BuildActorErrorResponse(CorrId, TEXT("unsupported_value_type")) + TEXT("\n"));
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@@ -207,13 +207,28 @@ static FString TakeScreenshotToFile(int32 Width, int32 Height)
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207
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return FString();
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208
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}
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209
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210
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-
//
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210
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// Enable realtime rendering so the viewport actually renders frames.
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211
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// Without this, the editor viewport only renders when "dirty" and
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212
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// ReadPixels captures a stale/blank framebuffer.
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213
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const bool bWasRealtime = ViewportClient->IsRealtime();
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214
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ViewportClient->SetRealtime(true);
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215
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216
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// Force a full viewport redraw. Invalidate marks it dirty,
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217
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// then Draw executes the render pipeline synchronously.
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211
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ViewportClient->Viewport->Invalidate();
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212
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ViewportClient->Viewport->Draw();
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213
220
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214
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// Read pixels from the viewport framebuffer.
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215
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TArray<FColor> Pixels;
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216
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-
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223
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const bool bReadOk = ViewportClient->Viewport->ReadPixels(Pixels);
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224
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225
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// Restore previous realtime state.
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226
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if (!bWasRealtime)
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227
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{
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228
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ViewportClient->SetRealtime(false);
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229
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}
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230
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+
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231
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if (!bReadOk)
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217
232
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{
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218
233
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return FString();
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219
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}
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