Files
unreal-engine-mcp-system-pl…/Source/UEBlueprintMCPEditor/Public/UEBlueprintMCPEditor.h
Bonchellon 341e694ab5 Add in-editor Slate setup wizard (Tools > MCP Setup Wizard)
Native UE editor tab (SMCPWizard) so setup happens inside Unreal, not just the
Node CLI. Three sections:
- Remote Control: live status of the :30010 bridge + a button to start it
  (WebControl.StartServer + EnableServerOnStartup).
- API keys: paste/save the agent-gateway Anthropic token (auth.env) and
  ElevenLabs key (integrations.json) — both git-ignored.
- MCP tools: lists the catalogue from tools.json.

Wiring:
- UEBlueprintMCPEditor module registers a nomad tab + a Tools-menu entry.
- Build.cs gains the Projects module (IPluginManager).
- server.js exports TOOLS and only launches the stdio server when run directly
  (isMain), so src/dumpTools.mjs can generate tools.json. `npm run dump-tools`.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 01:35:53 +03:00

35 lines
1.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class FBlueprintEditor;
class IInputProcessor;
class UBlueprint;
class UEdGraph;
class FUEBlueprintMCPEditorModule : public IModuleInterface
{
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
private:
friend class FMCPZoneInputProcessor;
void RegisterMenus();
void RegisterWizardTabAndMenu();
TSharedRef<class SDockTab> SpawnWizardTab(const class FSpawnTabArgs& Args);
void NotifyBridgeStatus();
void ToggleMCPZoneMode(TWeakPtr<FBlueprintEditor> BlueprintEditor);
bool IsMCPZoneModeActive(TWeakPtr<FBlueprintEditor> BlueprintEditor) const;
bool TryCreateMCPZoneFromScreenDrag(const FVector2f& StartScreenPosition, const FVector2f& EndScreenPosition);
void CreateMCPZone(UEdGraph* Graph, UBlueprint* Blueprint, const FVector2f& GraphStart, const FVector2f& GraphEnd) const;
void RemoveMCPZones(UBlueprint* Blueprint) const;
bool bMCPZoneModeActive = false;
bool bWizardTabRegistered = false;
TWeakPtr<FBlueprintEditor> ActiveMCPZoneEditor;
TSharedPtr<IInputProcessor> MCPZoneInputProcessor;
};