unreal-engine-mcp-server 0.2.1
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/.dockerignore +57 -0
- package/.env.production +25 -0
- package/.eslintrc.json +54 -0
- package/.github/workflows/publish-mcp.yml +75 -0
- package/Dockerfile +54 -0
- package/LICENSE +21 -0
- package/Public/icon.png +0 -0
- package/README.md +209 -0
- package/claude_desktop_config_example.json +13 -0
- package/dist/cli.d.ts +3 -0
- package/dist/cli.js +7 -0
- package/dist/index.d.ts +31 -0
- package/dist/index.js +484 -0
- package/dist/prompts/index.d.ts +14 -0
- package/dist/prompts/index.js +38 -0
- package/dist/python-utils.d.ts +29 -0
- package/dist/python-utils.js +54 -0
- package/dist/resources/actors.d.ts +13 -0
- package/dist/resources/actors.js +83 -0
- package/dist/resources/assets.d.ts +23 -0
- package/dist/resources/assets.js +245 -0
- package/dist/resources/levels.d.ts +17 -0
- package/dist/resources/levels.js +94 -0
- package/dist/tools/actors.d.ts +51 -0
- package/dist/tools/actors.js +459 -0
- package/dist/tools/animation.d.ts +196 -0
- package/dist/tools/animation.js +579 -0
- package/dist/tools/assets.d.ts +21 -0
- package/dist/tools/assets.js +304 -0
- package/dist/tools/audio.d.ts +170 -0
- package/dist/tools/audio.js +416 -0
- package/dist/tools/blueprint.d.ts +144 -0
- package/dist/tools/blueprint.js +652 -0
- package/dist/tools/build_environment_advanced.d.ts +66 -0
- package/dist/tools/build_environment_advanced.js +484 -0
- package/dist/tools/consolidated-tool-definitions.d.ts +2598 -0
- package/dist/tools/consolidated-tool-definitions.js +607 -0
- package/dist/tools/consolidated-tool-handlers.d.ts +2 -0
- package/dist/tools/consolidated-tool-handlers.js +1050 -0
- package/dist/tools/debug.d.ts +185 -0
- package/dist/tools/debug.js +265 -0
- package/dist/tools/editor.d.ts +88 -0
- package/dist/tools/editor.js +365 -0
- package/dist/tools/engine.d.ts +30 -0
- package/dist/tools/engine.js +36 -0
- package/dist/tools/foliage.d.ts +155 -0
- package/dist/tools/foliage.js +525 -0
- package/dist/tools/introspection.d.ts +98 -0
- package/dist/tools/introspection.js +683 -0
- package/dist/tools/landscape.d.ts +158 -0
- package/dist/tools/landscape.js +375 -0
- package/dist/tools/level.d.ts +110 -0
- package/dist/tools/level.js +362 -0
- package/dist/tools/lighting.d.ts +159 -0
- package/dist/tools/lighting.js +1179 -0
- package/dist/tools/materials.d.ts +34 -0
- package/dist/tools/materials.js +146 -0
- package/dist/tools/niagara.d.ts +145 -0
- package/dist/tools/niagara.js +289 -0
- package/dist/tools/performance.d.ts +163 -0
- package/dist/tools/performance.js +412 -0
- package/dist/tools/physics.d.ts +189 -0
- package/dist/tools/physics.js +784 -0
- package/dist/tools/rc.d.ts +110 -0
- package/dist/tools/rc.js +363 -0
- package/dist/tools/sequence.d.ts +112 -0
- package/dist/tools/sequence.js +675 -0
- package/dist/tools/tool-definitions.d.ts +4919 -0
- package/dist/tools/tool-definitions.js +891 -0
- package/dist/tools/tool-handlers.d.ts +47 -0
- package/dist/tools/tool-handlers.js +830 -0
- package/dist/tools/ui.d.ts +171 -0
- package/dist/tools/ui.js +337 -0
- package/dist/tools/visual.d.ts +29 -0
- package/dist/tools/visual.js +67 -0
- package/dist/types/env.d.ts +10 -0
- package/dist/types/env.js +18 -0
- package/dist/types/index.d.ts +323 -0
- package/dist/types/index.js +28 -0
- package/dist/types/tool-types.d.ts +274 -0
- package/dist/types/tool-types.js +13 -0
- package/dist/unreal-bridge.d.ts +126 -0
- package/dist/unreal-bridge.js +992 -0
- package/dist/utils/cache-manager.d.ts +64 -0
- package/dist/utils/cache-manager.js +176 -0
- package/dist/utils/error-handler.d.ts +66 -0
- package/dist/utils/error-handler.js +243 -0
- package/dist/utils/errors.d.ts +133 -0
- package/dist/utils/errors.js +256 -0
- package/dist/utils/http.d.ts +26 -0
- package/dist/utils/http.js +135 -0
- package/dist/utils/logger.d.ts +12 -0
- package/dist/utils/logger.js +32 -0
- package/dist/utils/normalize.d.ts +17 -0
- package/dist/utils/normalize.js +49 -0
- package/dist/utils/response-validator.d.ts +34 -0
- package/dist/utils/response-validator.js +121 -0
- package/dist/utils/safe-json.d.ts +4 -0
- package/dist/utils/safe-json.js +97 -0
- package/dist/utils/stdio-redirect.d.ts +2 -0
- package/dist/utils/stdio-redirect.js +20 -0
- package/dist/utils/validation.d.ts +50 -0
- package/dist/utils/validation.js +173 -0
- package/mcp-config-example.json +14 -0
- package/package.json +63 -0
- package/server.json +60 -0
- package/src/cli.ts +7 -0
- package/src/index.ts +543 -0
- package/src/prompts/index.ts +51 -0
- package/src/python/editor_compat.py +181 -0
- package/src/python-utils.ts +57 -0
- package/src/resources/actors.ts +92 -0
- package/src/resources/assets.ts +251 -0
- package/src/resources/levels.ts +83 -0
- package/src/tools/actors.ts +480 -0
- package/src/tools/animation.ts +713 -0
- package/src/tools/assets.ts +305 -0
- package/src/tools/audio.ts +548 -0
- package/src/tools/blueprint.ts +736 -0
- package/src/tools/build_environment_advanced.ts +526 -0
- package/src/tools/consolidated-tool-definitions.ts +619 -0
- package/src/tools/consolidated-tool-handlers.ts +1093 -0
- package/src/tools/debug.ts +368 -0
- package/src/tools/editor.ts +360 -0
- package/src/tools/engine.ts +32 -0
- package/src/tools/foliage.ts +652 -0
- package/src/tools/introspection.ts +778 -0
- package/src/tools/landscape.ts +523 -0
- package/src/tools/level.ts +410 -0
- package/src/tools/lighting.ts +1316 -0
- package/src/tools/materials.ts +148 -0
- package/src/tools/niagara.ts +312 -0
- package/src/tools/performance.ts +549 -0
- package/src/tools/physics.ts +924 -0
- package/src/tools/rc.ts +437 -0
- package/src/tools/sequence.ts +791 -0
- package/src/tools/tool-definitions.ts +907 -0
- package/src/tools/tool-handlers.ts +941 -0
- package/src/tools/ui.ts +499 -0
- package/src/tools/visual.ts +60 -0
- package/src/types/env.ts +27 -0
- package/src/types/index.ts +414 -0
- package/src/types/tool-types.ts +343 -0
- package/src/unreal-bridge.ts +1118 -0
- package/src/utils/cache-manager.ts +213 -0
- package/src/utils/error-handler.ts +320 -0
- package/src/utils/errors.ts +312 -0
- package/src/utils/http.ts +184 -0
- package/src/utils/logger.ts +30 -0
- package/src/utils/normalize.ts +54 -0
- package/src/utils/response-validator.ts +145 -0
- package/src/utils/safe-json.ts +112 -0
- package/src/utils/stdio-redirect.ts +18 -0
- package/src/utils/validation.ts +212 -0
- package/tsconfig.json +33 -0
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"""
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Compatibility module for handling deprecated Unreal Engine Python API calls.
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Provides wrapper functions that use the newer recommended APIs where available.
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"""
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import unreal
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def get_editor_world():
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"""
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Get the current editor world using the recommended API.
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"""
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try:
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# Use new recommended API
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if hasattr(unreal, 'UnrealEditorSubsystem'):
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subsystem = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)
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if hasattr(subsystem, 'get_editor_world'):
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return subsystem.get_editor_world()
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except:
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pass
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return None
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def get_all_level_actors():
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"""
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Get all actors in the current level using the recommended API.
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"""
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try:
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# Use new recommended API - EditorActorSubsystem
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if hasattr(unreal, 'EditorActorSubsystem'):
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subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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if hasattr(subsystem, 'get_all_level_actors'):
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return subsystem.get_all_level_actors()
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except:
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pass
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return []
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def spawn_actor_from_class(actor_class, location, rotation):
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"""
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Spawn an actor in the level using the recommended API.
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"""
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try:
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# Use new recommended API
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if hasattr(unreal, 'EditorActorSubsystem'):
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subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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if hasattr(subsystem, 'spawn_actor_from_class'):
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return subsystem.spawn_actor_from_class(actor_class, location, rotation)
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except:
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pass
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return None
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def destroy_actor(actor):
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"""
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Destroy an actor in the level using the recommended API.
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"""
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try:
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# Use new recommended API
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if hasattr(unreal, 'EditorActorSubsystem'):
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subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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if hasattr(subsystem, 'destroy_actor'):
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return subsystem.destroy_actor(actor)
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except:
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pass
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return False
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def save_current_level():
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"""
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Save the current level using the recommended API.
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"""
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try:
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# Use new recommended API - LevelEditorSubsystem
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if hasattr(unreal, 'LevelEditorSubsystem'):
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subsystem = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
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if hasattr(subsystem, 'save_current_level'):
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return subsystem.save_current_level()
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except:
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pass
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return False
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def get_level_viewport_camera_info():
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"""
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Get level viewport camera information using the recommended API.
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"""
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try:
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# Use new recommended API
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if hasattr(unreal, 'UnrealEditorSubsystem'):
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subsystem = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)
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if hasattr(subsystem, 'get_level_viewport_camera_info'):
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return subsystem.get_level_viewport_camera_info()
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except:
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pass
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return None
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# Blueprint compatibility functions
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def get_blueprint_generated_class(blueprint):
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"""
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Get the generated class from a blueprint using the recommended API.
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"""
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try:
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# Try using BlueprintEditorLibrary
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if hasattr(unreal, 'BlueprintEditorLibrary'):
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return unreal.BlueprintEditorLibrary.generated_class(blueprint)
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except:
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pass
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# Try getting it as a property (might not work)
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try:
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return blueprint.get_editor_property('generated_class')
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except:
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pass
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return None
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def get_blueprint_parent_class(blueprint):
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"""
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Get the parent class from a blueprint.
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"""
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try:
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# Try getting it as a property
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return blueprint.get_editor_property('parent_class')
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except:
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pass
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# Default to Actor for most blueprints
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return unreal.Actor if hasattr(unreal, 'Actor') else None
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def get_class_name(unreal_class):
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"""
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Get the name of an Unreal class object safely.
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"""
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if not unreal_class:
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return "None"
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# Try various methods to get the class name
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try:
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if hasattr(unreal_class, '__name__'):
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return unreal_class.__name__
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except:
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pass
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try:
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if hasattr(unreal_class, 'get_name'):
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# get_name() is a method on instances, not classes
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# So we need to be careful here
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return str(unreal_class).split('.')[-1].replace("'", "").replace('>', '')
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except:
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pass
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# Fallback to string representation
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class_str = str(unreal_class)
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if '.' in class_str:
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return class_str.split('.')[-1].replace("'", "").replace('>', '')
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return class_str
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def ensure_kismet_system_library():
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"""
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Try to import KismetSystemLibrary if available.
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Note: This library might not be available in all UE versions or configurations.
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"""
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try:
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# KismetSystemLibrary is part of the BlueprintGraph module
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# It might not be exposed to Python in all versions
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if hasattr(unreal, 'KismetSystemLibrary'):
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return unreal.KismetSystemLibrary
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# Try alternate import methods
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import importlib
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try:
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kismet = importlib.import_module('unreal.KismetSystemLibrary')
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return kismet
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except:
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pass
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except:
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pass
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return None
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/**
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* Python Utilities for Modern Unreal Engine API
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*
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* This module provides Python code snippets that use the modern
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* Unreal Engine Python API instead of deprecated functions.
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*/
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export class PythonUtils {
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/**
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* Get all actors in the level using modern API
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* @returns Python code to get all level actors
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*/
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static getAllLevelActors(): string {
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return `
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# Use modern EditorActorSubsystem instead of deprecated EditorLevelLibrary
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editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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actors = editor_actor_subsystem.get_all_level_actors()
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`.trim();
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}
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/**
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* Get selected actors using modern API
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* @returns Python code to get selected actors
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*/
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static getSelectedActors(): string {
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return `
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editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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selected_actors = editor_actor_subsystem.get_selected_level_actors()
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`.trim();
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}
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/**
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* Spawn actor from class using modern API
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* @returns Python code to spawn actor
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*/
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static spawnActorFromClass(): string {
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return `
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editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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# Use spawn_actor_from_class for spawning
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`.trim();
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}
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/**
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* Get a safe way to access actors
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* @returns Python code with modern API
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*/
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static getSafeActorAccess(): string {
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return `
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# Use modern API
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try:
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editor_actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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actors = editor_actor_subsystem.get_all_level_actors() if editor_actor_subsystem else []
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+
except:
|
|
54
|
+
actors = []
|
|
55
|
+
`.trim();
|
|
56
|
+
}
|
|
57
|
+
}
|
|
@@ -0,0 +1,92 @@
|
|
|
1
|
+
import { UnrealBridge } from '../unreal-bridge.js';
|
|
2
|
+
|
|
3
|
+
interface CacheEntry {
|
|
4
|
+
data: any;
|
|
5
|
+
timestamp: number;
|
|
6
|
+
}
|
|
7
|
+
|
|
8
|
+
export class ActorResources {
|
|
9
|
+
private cache = new Map<string, CacheEntry>();
|
|
10
|
+
private readonly CACHE_TTL_MS = 5000; // 5 seconds cache for actors (they change more frequently)
|
|
11
|
+
|
|
12
|
+
constructor(private bridge: UnrealBridge) {}
|
|
13
|
+
|
|
14
|
+
private getFromCache(key: string): any | null {
|
|
15
|
+
const entry = this.cache.get(key);
|
|
16
|
+
if (entry && (Date.now() - entry.timestamp) < this.CACHE_TTL_MS) {
|
|
17
|
+
return entry.data;
|
|
18
|
+
}
|
|
19
|
+
this.cache.delete(key);
|
|
20
|
+
return null;
|
|
21
|
+
}
|
|
22
|
+
|
|
23
|
+
private setCache(key: string, data: any): void {
|
|
24
|
+
this.cache.set(key, { data, timestamp: Date.now() });
|
|
25
|
+
}
|
|
26
|
+
|
|
27
|
+
async listActors() {
|
|
28
|
+
// Check cache first
|
|
29
|
+
const cached = this.getFromCache('listActors');
|
|
30
|
+
if (cached !== null) {
|
|
31
|
+
return cached;
|
|
32
|
+
}
|
|
33
|
+
|
|
34
|
+
// Use Python to get actors via EditorActorSubsystem
|
|
35
|
+
try {
|
|
36
|
+
const pythonCode = `
|
|
37
|
+
import unreal
|
|
38
|
+
actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
|
|
39
|
+
actors = actor_subsystem.get_all_level_actors()
|
|
40
|
+
actor_list = []
|
|
41
|
+
for actor in actors:
|
|
42
|
+
if actor:
|
|
43
|
+
actor_list.append({
|
|
44
|
+
'name': actor.get_name(),
|
|
45
|
+
'class': actor.get_class().get_name(),
|
|
46
|
+
'path': actor.get_path_name()
|
|
47
|
+
})
|
|
48
|
+
print(f"Found {len(actor_list)} actors")
|
|
49
|
+
`.trim();
|
|
50
|
+
|
|
51
|
+
const result = await this.bridge.executePython(pythonCode);
|
|
52
|
+
this.setCache('listActors', result);
|
|
53
|
+
return result;
|
|
54
|
+
} catch (err) {
|
|
55
|
+
return { error: `Failed to list actors: ${err}` };
|
|
56
|
+
}
|
|
57
|
+
}
|
|
58
|
+
|
|
59
|
+
async getActorByName(actorName: string) {
|
|
60
|
+
// GetActorOfClass expects a class, not a name. Use Python to find by name
|
|
61
|
+
try {
|
|
62
|
+
const pythonCode = `
|
|
63
|
+
import unreal
|
|
64
|
+
actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
|
|
65
|
+
actors = actor_subsystem.get_all_level_actors()
|
|
66
|
+
for actor in actors:
|
|
67
|
+
if actor and actor.get_name() == "${actorName}":
|
|
68
|
+
print(f"Found actor: {actor.get_path_name()}")
|
|
69
|
+
break
|
|
70
|
+
else:
|
|
71
|
+
print(f"Actor not found: ${actorName}")
|
|
72
|
+
`.trim();
|
|
73
|
+
|
|
74
|
+
const result = await this.bridge.executePython(pythonCode);
|
|
75
|
+
return result;
|
|
76
|
+
} catch (err) {
|
|
77
|
+
return { error: `Failed to get actor: ${err}` };
|
|
78
|
+
}
|
|
79
|
+
}
|
|
80
|
+
|
|
81
|
+
async getActorTransform(actorPath: string) {
|
|
82
|
+
try {
|
|
83
|
+
const res = await this.bridge.httpCall('/remote/object/property', 'GET', {
|
|
84
|
+
objectPath: actorPath,
|
|
85
|
+
propertyName: 'ActorTransform'
|
|
86
|
+
});
|
|
87
|
+
return res;
|
|
88
|
+
} catch (err) {
|
|
89
|
+
return { error: `Failed to get transform: ${err}` };
|
|
90
|
+
}
|
|
91
|
+
}
|
|
92
|
+
}
|
|
@@ -0,0 +1,251 @@
|
|
|
1
|
+
import { UnrealBridge } from '../unreal-bridge.js';
|
|
2
|
+
|
|
3
|
+
export class AssetResources {
|
|
4
|
+
constructor(private bridge: UnrealBridge) {}
|
|
5
|
+
|
|
6
|
+
// Simple in-memory cache for asset listing
|
|
7
|
+
private cache = new Map<string, { timestamp: number; data: any }>();
|
|
8
|
+
private get ttlMs(): number { return Number(process.env.ASSET_LIST_TTL_MS || 10000); }
|
|
9
|
+
private makeKey(dir: string, recursive: boolean, page?: number) {
|
|
10
|
+
return page !== undefined ? `${dir}::${recursive ? 1 : 0}::${page}` : `${dir}::${recursive ? 1 : 0}`;
|
|
11
|
+
}
|
|
12
|
+
|
|
13
|
+
async list(dir = '/Game', recursive = false, limit = 50) {
|
|
14
|
+
// ALWAYS use non-recursive listing to show only immediate children
|
|
15
|
+
// This prevents timeouts and makes navigation clearer
|
|
16
|
+
recursive = false; // Force non-recursive
|
|
17
|
+
|
|
18
|
+
// Cache fast-path
|
|
19
|
+
try {
|
|
20
|
+
const key = this.makeKey(dir, false);
|
|
21
|
+
const entry = this.cache.get(key);
|
|
22
|
+
const now = Date.now();
|
|
23
|
+
if (entry && (now - entry.timestamp) < this.ttlMs) {
|
|
24
|
+
return entry.data;
|
|
25
|
+
}
|
|
26
|
+
} catch {}
|
|
27
|
+
|
|
28
|
+
// Check if bridge is connected
|
|
29
|
+
if (!this.bridge.isConnected) {
|
|
30
|
+
return {
|
|
31
|
+
assets: [],
|
|
32
|
+
warning: 'Unreal Engine is not connected. Please ensure Unreal Engine is running with Remote Control enabled.',
|
|
33
|
+
connectionStatus: 'disconnected'
|
|
34
|
+
};
|
|
35
|
+
}
|
|
36
|
+
|
|
37
|
+
// Always use directory-only listing (immediate children)
|
|
38
|
+
return this.listDirectoryOnly(dir, false, limit);
|
|
39
|
+
// End of list method - all logic is now in listDirectoryOnly
|
|
40
|
+
}
|
|
41
|
+
|
|
42
|
+
/**
|
|
43
|
+
* List assets with pagination support
|
|
44
|
+
* @param dir Directory to list assets from
|
|
45
|
+
* @param page Page number (0-based)
|
|
46
|
+
* @param pageSize Number of assets per page (max 50 to avoid socket failures)
|
|
47
|
+
*/
|
|
48
|
+
async listPaged(dir = '/Game', page = 0, pageSize = 30, recursive = false) {
|
|
49
|
+
// Ensure pageSize doesn't exceed safe limit
|
|
50
|
+
const safePageSize = Math.min(pageSize, 50);
|
|
51
|
+
const offset = page * safePageSize;
|
|
52
|
+
|
|
53
|
+
// Check cache for this specific page
|
|
54
|
+
const cacheKey = this.makeKey(dir, recursive, page);
|
|
55
|
+
const cached = this.cache.get(cacheKey);
|
|
56
|
+
if (cached && (Date.now() - cached.timestamp) < this.ttlMs) {
|
|
57
|
+
return cached.data;
|
|
58
|
+
}
|
|
59
|
+
|
|
60
|
+
if (!this.bridge.isConnected) {
|
|
61
|
+
return {
|
|
62
|
+
assets: [],
|
|
63
|
+
page,
|
|
64
|
+
pageSize: safePageSize,
|
|
65
|
+
warning: 'Unreal Engine is not connected.',
|
|
66
|
+
connectionStatus: 'disconnected'
|
|
67
|
+
};
|
|
68
|
+
}
|
|
69
|
+
|
|
70
|
+
try {
|
|
71
|
+
// Use search API with pagination
|
|
72
|
+
// Use the same directory listing approach but with pagination
|
|
73
|
+
const allAssets = await this.listDirectoryOnly(dir, false, 1000);
|
|
74
|
+
|
|
75
|
+
// Paginate the results
|
|
76
|
+
const start = offset;
|
|
77
|
+
const end = offset + safePageSize;
|
|
78
|
+
const pagedAssets = allAssets.assets ? allAssets.assets.slice(start, end) : [];
|
|
79
|
+
|
|
80
|
+
const result = {
|
|
81
|
+
assets: pagedAssets,
|
|
82
|
+
page,
|
|
83
|
+
pageSize: safePageSize,
|
|
84
|
+
count: pagedAssets.length,
|
|
85
|
+
totalCount: allAssets.assets ? allAssets.assets.length : 0,
|
|
86
|
+
hasMore: end < (allAssets.assets ? allAssets.assets.length : 0),
|
|
87
|
+
method: 'directory_listing_paged'
|
|
88
|
+
};
|
|
89
|
+
|
|
90
|
+
this.cache.set(cacheKey, { timestamp: Date.now(), data: result });
|
|
91
|
+
return result;
|
|
92
|
+
} catch (err: any) {
|
|
93
|
+
console.warn(`Asset listing page ${page} failed:`, err.message);
|
|
94
|
+
}
|
|
95
|
+
|
|
96
|
+
return {
|
|
97
|
+
assets: [],
|
|
98
|
+
page,
|
|
99
|
+
pageSize: safePageSize,
|
|
100
|
+
error: 'Failed to fetch page'
|
|
101
|
+
};
|
|
102
|
+
}
|
|
103
|
+
|
|
104
|
+
/**
|
|
105
|
+
* Directory-based listing for paths with too many assets
|
|
106
|
+
* Shows only immediate children (folders and files) to avoid timeouts
|
|
107
|
+
*/
|
|
108
|
+
private async listDirectoryOnly(dir: string, recursive: boolean, limit: number) {
|
|
109
|
+
// Always return only immediate children to avoid timeout and improve navigation
|
|
110
|
+
try {
|
|
111
|
+
const py = `
|
|
112
|
+
import unreal
|
|
113
|
+
import json
|
|
114
|
+
|
|
115
|
+
_dir = r"${dir}"
|
|
116
|
+
|
|
117
|
+
try:
|
|
118
|
+
# ALWAYS non-recursive - get only immediate children
|
|
119
|
+
all_paths = unreal.EditorAssetLibrary.list_assets(_dir, False, False)
|
|
120
|
+
|
|
121
|
+
# Organize into immediate children only
|
|
122
|
+
immediate_folders = set()
|
|
123
|
+
immediate_assets = []
|
|
124
|
+
|
|
125
|
+
for path in all_paths:
|
|
126
|
+
# Remove the base directory to get relative path
|
|
127
|
+
relative = path.replace(_dir, '').strip('/')
|
|
128
|
+
if not relative:
|
|
129
|
+
continue
|
|
130
|
+
|
|
131
|
+
# Split to check depth
|
|
132
|
+
parts = relative.split('/')
|
|
133
|
+
|
|
134
|
+
if len(parts) == 1:
|
|
135
|
+
# This is an immediate child asset
|
|
136
|
+
immediate_assets.append(path)
|
|
137
|
+
elif len(parts) > 1:
|
|
138
|
+
# This indicates a subfolder exists
|
|
139
|
+
immediate_folders.add(parts[0])
|
|
140
|
+
|
|
141
|
+
result = []
|
|
142
|
+
|
|
143
|
+
# Add folders first
|
|
144
|
+
for folder in sorted(immediate_folders):
|
|
145
|
+
result.append({
|
|
146
|
+
'n': folder,
|
|
147
|
+
'p': _dir + '/' + folder,
|
|
148
|
+
'c': 'Folder',
|
|
149
|
+
'isFolder': True
|
|
150
|
+
})
|
|
151
|
+
|
|
152
|
+
# Add immediate assets (limit to prevent socket issues)
|
|
153
|
+
for asset_path in immediate_assets[:min(${limit}, len(immediate_assets))]:
|
|
154
|
+
name = asset_path.split('/')[-1].split('.')[0]
|
|
155
|
+
result.append({
|
|
156
|
+
'n': name,
|
|
157
|
+
'p': asset_path,
|
|
158
|
+
'c': 'Asset'
|
|
159
|
+
})
|
|
160
|
+
|
|
161
|
+
# Always showing immediate children only
|
|
162
|
+
note = f'Showing immediate children of {_dir} ({len(immediate_folders)} folders, {len(immediate_assets)} files)'
|
|
163
|
+
|
|
164
|
+
print("RESULT:" + json.dumps({
|
|
165
|
+
'success': True,
|
|
166
|
+
'assets': result,
|
|
167
|
+
'count': len(result),
|
|
168
|
+
'folders': len(immediate_folders),
|
|
169
|
+
'files': len(immediate_assets),
|
|
170
|
+
'note': note
|
|
171
|
+
}))
|
|
172
|
+
except Exception as e:
|
|
173
|
+
print("RESULT:" + json.dumps({'success': False, 'error': str(e), 'assets': []}))
|
|
174
|
+
`.trim();
|
|
175
|
+
|
|
176
|
+
const resp = await this.bridge.executePython(py);
|
|
177
|
+
let output = '';
|
|
178
|
+
if (resp?.LogOutput && Array.isArray(resp.LogOutput)) {
|
|
179
|
+
output = resp.LogOutput.map((l: any) => l.Output || '').join('');
|
|
180
|
+
} else if (typeof resp === 'string') {
|
|
181
|
+
output = resp;
|
|
182
|
+
} else {
|
|
183
|
+
output = JSON.stringify(resp);
|
|
184
|
+
}
|
|
185
|
+
|
|
186
|
+
const m = output.match(/RESULT:({.*})/);
|
|
187
|
+
if (m) {
|
|
188
|
+
try {
|
|
189
|
+
const parsed = JSON.parse(m[1]);
|
|
190
|
+
if (parsed.success) {
|
|
191
|
+
// Transform to standard format
|
|
192
|
+
const assets = parsed.assets.map((a: any) => ({
|
|
193
|
+
Name: a.n,
|
|
194
|
+
Path: a.p,
|
|
195
|
+
Class: a.c,
|
|
196
|
+
isFolder: a.isFolder || false
|
|
197
|
+
}));
|
|
198
|
+
|
|
199
|
+
return {
|
|
200
|
+
assets,
|
|
201
|
+
count: parsed.count,
|
|
202
|
+
folders: parsed.folders,
|
|
203
|
+
files: parsed.files,
|
|
204
|
+
note: parsed.note,
|
|
205
|
+
method: 'directory_listing'
|
|
206
|
+
};
|
|
207
|
+
}
|
|
208
|
+
} catch {}
|
|
209
|
+
}
|
|
210
|
+
} catch (err: any) {
|
|
211
|
+
console.warn('Engine asset listing failed:', err.message);
|
|
212
|
+
}
|
|
213
|
+
|
|
214
|
+
// Fallback: return empty with explanation
|
|
215
|
+
return {
|
|
216
|
+
assets: [],
|
|
217
|
+
warning: 'Directory contains too many assets. Showing immediate children only.',
|
|
218
|
+
suggestion: 'Navigate to specific subdirectories for detailed listings.',
|
|
219
|
+
method: 'directory_timeout_fallback'
|
|
220
|
+
};
|
|
221
|
+
}
|
|
222
|
+
|
|
223
|
+
async find(assetPath: string) {
|
|
224
|
+
// Guard against invalid paths (trailing slash, empty, whitespace)
|
|
225
|
+
if (!assetPath || typeof assetPath !== 'string' || assetPath.trim() === '' || assetPath.endsWith('/')) {
|
|
226
|
+
return false;
|
|
227
|
+
}
|
|
228
|
+
|
|
229
|
+
const py = `
|
|
230
|
+
import unreal
|
|
231
|
+
apath = r"${assetPath}"
|
|
232
|
+
try:
|
|
233
|
+
exists = unreal.EditorAssetLibrary.does_asset_exist(apath)
|
|
234
|
+
print("RESULT:{'success': True, 'exists': %s}" % ('True' if exists else 'False'))
|
|
235
|
+
except Exception as e:
|
|
236
|
+
print("RESULT:{'success': False, 'error': '" + str(e) + "'}")
|
|
237
|
+
`.trim();
|
|
238
|
+
const resp = await this.bridge.executePython(py);
|
|
239
|
+
let output = '';
|
|
240
|
+
if (resp?.LogOutput && Array.isArray(resp.LogOutput)) output = resp.LogOutput.map((l: any) => l.Output || '').join('');
|
|
241
|
+
else if (typeof resp === 'string') output = resp; else output = JSON.stringify(resp);
|
|
242
|
+
const m = output.match(/RESULT:({.*})/);
|
|
243
|
+
if (m) {
|
|
244
|
+
try {
|
|
245
|
+
const parsed = JSON.parse(m[1].replace(/'/g, '"'));
|
|
246
|
+
if (parsed.success) return !!parsed.exists;
|
|
247
|
+
} catch {}
|
|
248
|
+
}
|
|
249
|
+
return false;
|
|
250
|
+
}
|
|
251
|
+
}
|
|
@@ -0,0 +1,83 @@
|
|
|
1
|
+
import { UnrealBridge } from '../unreal-bridge.js';
|
|
2
|
+
|
|
3
|
+
export class LevelResources {
|
|
4
|
+
constructor(private bridge: UnrealBridge) {}
|
|
5
|
+
|
|
6
|
+
async getCurrentLevel() {
|
|
7
|
+
// Use UnrealEditorSubsystem instead of deprecated EditorLevelLibrary
|
|
8
|
+
try {
|
|
9
|
+
const py = '\nimport unreal, json\ntry:\n # Use UnrealEditorSubsystem instead of deprecated EditorLevelLibrary\n editor_subsys = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)\n world = editor_subsys.get_editor_world()\n name = world.get_name() if world else \'None\'\n path = world.get_path_name() if world else \'None\'\n print(\'RESULT:\' + json.dumps({\'success\': True, \'name\': name, \'path\': path}))\nexcept Exception as e:\n print(\'RESULT:\' + json.dumps({\'success\': False, \'error\': str(e)}))\n'.trim();
|
|
10
|
+
const resp: any = await this.bridge.executePython(py);
|
|
11
|
+
// Handle LogOutput format from executePython
|
|
12
|
+
let out = '';
|
|
13
|
+
if (resp?.LogOutput && Array.isArray(resp.LogOutput)) {
|
|
14
|
+
out = resp.LogOutput.map((log: any) => log.Output || '').join('');
|
|
15
|
+
} else if (typeof resp === 'string') {
|
|
16
|
+
out = resp;
|
|
17
|
+
} else {
|
|
18
|
+
out = JSON.stringify(resp);
|
|
19
|
+
}
|
|
20
|
+
const m = out.match(/RESULT:({.*})/);
|
|
21
|
+
if (m) {
|
|
22
|
+
const parsed = JSON.parse(m[1]);
|
|
23
|
+
if (parsed.success) return parsed;
|
|
24
|
+
}
|
|
25
|
+
// If Python failed, return error
|
|
26
|
+
return { error: 'Failed to get current level', success: false };
|
|
27
|
+
} catch (err) {
|
|
28
|
+
return { error: `Failed to get current level: ${err}`, success: false };
|
|
29
|
+
}
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
async getLevelName() {
|
|
33
|
+
// Return camera/world info via Python first
|
|
34
|
+
try {
|
|
35
|
+
const py = '\nimport unreal, json\ntry:\n # Use UnrealEditorSubsystem instead of deprecated EditorLevelLibrary\n editor_subsys = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)\n world = editor_subsys.get_editor_world()\n path = world.get_path_name() if world else \'\'\n print(\'RESULT:\' + json.dumps({\'success\': True, \'path\': path}))\nexcept Exception as e:\n print(\'RESULT:\' + json.dumps({\'success\': False, \'error\': str(e)}))\n'.trim();
|
|
36
|
+
const resp: any = await this.bridge.executePython(py);
|
|
37
|
+
// Handle LogOutput format from executePython
|
|
38
|
+
let out = '';
|
|
39
|
+
if (resp?.LogOutput && Array.isArray(resp.LogOutput)) {
|
|
40
|
+
out = resp.LogOutput.map((log: any) => log.Output || '').join('');
|
|
41
|
+
} else if (typeof resp === 'string') {
|
|
42
|
+
out = resp;
|
|
43
|
+
} else {
|
|
44
|
+
out = JSON.stringify(resp);
|
|
45
|
+
}
|
|
46
|
+
const m = out.match(/RESULT:({.*})/);
|
|
47
|
+
if (m) {
|
|
48
|
+
const parsed = JSON.parse(m[1]);
|
|
49
|
+
if (parsed.success) return parsed;
|
|
50
|
+
}
|
|
51
|
+
// If Python failed, return error
|
|
52
|
+
return { error: 'Failed to get level name', success: false };
|
|
53
|
+
} catch (err) {
|
|
54
|
+
return { error: `Failed to get level name: ${err}`, success: false };
|
|
55
|
+
}
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
async saveCurrentLevel() {
|
|
59
|
+
// Prefer Python save (or LevelEditorSubsystem) then fallback
|
|
60
|
+
try {
|
|
61
|
+
const py = '\nimport unreal, json\ntry:\n les = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)\n if les: les.save_current_level()\n else: unreal.EditorLevelLibrary.save_current_level()\n print(\'RESULT:\' + json.dumps({\'success\': True}))\nexcept Exception as e:\n print(\'RESULT:\' + json.dumps({\'success\': False, \'error\': str(e)}))\n'.trim();
|
|
62
|
+
const resp: any = await this.bridge.executePython(py);
|
|
63
|
+
// Handle LogOutput format from executePython
|
|
64
|
+
let out = '';
|
|
65
|
+
if (resp?.LogOutput && Array.isArray(resp.LogOutput)) {
|
|
66
|
+
out = resp.LogOutput.map((log: any) => log.Output || '').join('');
|
|
67
|
+
} else if (typeof resp === 'string') {
|
|
68
|
+
out = resp;
|
|
69
|
+
} else {
|
|
70
|
+
out = JSON.stringify(resp);
|
|
71
|
+
}
|
|
72
|
+
const m = out.match(/RESULT:({.*})/);
|
|
73
|
+
if (m) {
|
|
74
|
+
const parsed = JSON.parse(m[1]);
|
|
75
|
+
if (parsed.success) return { success: true, message: 'Level saved' };
|
|
76
|
+
}
|
|
77
|
+
// If Python failed, return error
|
|
78
|
+
return { error: 'Failed to save level', success: false };
|
|
79
|
+
} catch (err) {
|
|
80
|
+
return { error: `Failed to save level: ${err}`, success: false };
|
|
81
|
+
}
|
|
82
|
+
}
|
|
83
|
+
}
|