Unified, portable Unreal Engine MCP system plugin
Merge of the two project copies into one self-contained plugin (the superset: variable_op + variables.py, full pcg_op runtime/declarative/preset ops, the CreateWidgetFloatAnimation widget tool, and full Voxel graph authoring). Made fully project- and machine-agnostic — no hardcoded paths: - New src/projectPaths.js auto-detects the host .uproject (walk-up), project name, Editor build target, log file, and engine install (EngineAssociation via launcher manifest/registry, else installed-engine scan). All overridable via UE_* env vars. - Rewired buildOrchestrator/insights/launcher/insightsExporter/server.js and the Python workers (cpp_scaffold, live_coding, apply_graph, console) off the old C:/Github/ihy, IHY*, E:/UE_Versions and UE_5.7 literals onto the resolver. - Voxel made optional: Build.cs auto-detects the Voxel plugin (env UE_MCP_WITH_VOXEL override) and the C++ compiles to stubs under WITH_MCP_VOXEL, so the module builds in projects without Voxel; .uplugin marks Voxel optional. - De-branded the agent-gateway and docs; scrubbed a leaked API key; excluded node_modules/Binaries/Intermediate/__pycache__/secrets from the repo. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
126
Source/UEBlueprintMCPEditor/Private/MCPWidgetRenderLibrary.cpp
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126
Source/UEBlueprintMCPEditor/Private/MCPWidgetRenderLibrary.cpp
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#include "MCPWidgetRenderLibrary.h"
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#include "Blueprint/UserWidget.h"
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#include "Blueprint/WidgetTree.h"
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#include "Editor.h"
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#include "Engine/TextureRenderTarget2D.h"
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#include "Engine/World.h"
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#include "HAL/PlatformFileManager.h"
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#include "IImageWrapper.h"
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#include "IImageWrapperModule.h"
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#include "ImageUtils.h"
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#include "Misc/FileHelper.h"
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#include "Misc/Paths.h"
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#include "Modules/ModuleManager.h"
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#include "RenderingThread.h"
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#include "Slate/WidgetRenderer.h"
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bool UMCPWidgetRenderLibrary::RenderWidgetToPNG(
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TSubclassOf<UUserWidget> WidgetClass,
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const FString& OutputAbsPath,
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const FString& FileNameNoExt,
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int32 Width,
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int32 Height,
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FString& OutFullPath,
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FString& OutError)
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{
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OutFullPath.Reset();
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OutError.Reset();
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if (!WidgetClass)
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{
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OutError = TEXT("WidgetClass is null");
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return false;
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}
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UWorld* World = GEditor ? GEditor->GetEditorWorldContext().World() : nullptr;
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if (!World)
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{
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OutError = TEXT("No editor world available");
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return false;
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}
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const int32 W = FMath::Clamp(Width, 16, 8192);
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const int32 H = FMath::Clamp(Height, 16, 8192);
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UUserWidget* Widget = CreateWidget<UUserWidget>(World, WidgetClass);
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if (!Widget)
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{
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OutError = TEXT("CreateWidget returned null");
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return false;
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}
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// FWidgetRenderer wants a transient render target. Use a non-asset one.
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UTextureRenderTarget2D* RT = NewObject<UTextureRenderTarget2D>();
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RT->ClearColor = FLinearColor(0.f, 0.f, 0.f, 0.f);
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RT->TargetGamma = 1.f;
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RT->InitCustomFormat(W, H, PF_B8G8R8A8, /*bForceLinearGamma=*/false);
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RT->UpdateResourceImmediate(true);
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// Use a software widget renderer so we don't need a live Slate window.
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FWidgetRenderer* Renderer = new FWidgetRenderer(/*bUseGammaCorrection=*/true);
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if (!Renderer)
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{
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OutError = TEXT("FWidgetRenderer alloc failed");
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return false;
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}
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Renderer->SetIsPrepassNeeded(true);
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const FVector2D DrawSize(W, H);
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Renderer->DrawWidget(RT, Widget->TakeWidget(), DrawSize, 0.016f, /*bDeferRenderTargetUpdate=*/false);
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// Wait for the GPU work to finish so we can read back pixels.
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FlushRenderingCommands();
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// Read back pixels.
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FTextureRenderTargetResource* RTResource = RT->GameThread_GetRenderTargetResource();
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if (!RTResource)
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{
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BeginCleanup(Renderer);
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OutError = TEXT("RT resource null after render");
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return false;
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}
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TArray<FColor> Pixels;
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Pixels.SetNumUninitialized(W * H);
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FReadSurfaceDataFlags ReadFlags(RCM_UNorm);
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ReadFlags.SetLinearToGamma(false);
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if (!RTResource->ReadPixels(Pixels, ReadFlags))
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{
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BeginCleanup(Renderer);
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OutError = TEXT("ReadPixels failed");
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return false;
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}
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// Encode PNG via ImageWrapper.
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IImageWrapperModule& ImageWrapperModule =
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FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
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TSharedPtr<IImageWrapper> PNG = ImageWrapperModule.CreateImageWrapper(EImageFormat::PNG);
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if (!PNG.IsValid() ||
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!PNG->SetRaw(Pixels.GetData(), Pixels.Num() * sizeof(FColor), W, H, ERGBFormat::BGRA, 8))
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{
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BeginCleanup(Renderer);
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OutError = TEXT("PNG encode failed");
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return false;
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}
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const TArray64<uint8>& Compressed = PNG->GetCompressed(100);
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// Ensure directory.
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IPlatformFile& PF = FPlatformFileManager::Get().GetPlatformFile();
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if (!PF.DirectoryExists(*OutputAbsPath))
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{
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PF.CreateDirectoryTree(*OutputAbsPath);
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}
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const FString FullPath = FPaths::Combine(OutputAbsPath, FileNameNoExt + TEXT(".png"));
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if (!FFileHelper::SaveArrayToFile(Compressed, *FullPath))
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{
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BeginCleanup(Renderer);
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OutError = FString::Printf(TEXT("SaveArrayToFile failed: %s"), *FullPath);
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return false;
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}
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BeginCleanup(Renderer);
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OutFullPath = FullPath;
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return true;
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}
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