Files
unreal-engine-mcp-system-pl…/Source/UEBlueprintMCPEditor/Private/MCPCaptureLibrary.cpp
Bonchellon eba71c4ca8 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>
2026-06-24 01:07:24 +03:00

203 lines
5.4 KiB
C++

#include "MCPCaptureLibrary.h"
#include "CanvasTypes.h"
#include "Components/SceneCaptureComponent2D.h"
#include "Editor.h"
#include "Engine/TextureRenderTarget2D.h"
#include "Engine/World.h"
#include "HAL/PlatformFileManager.h"
#include "IImageWrapper.h"
#include "IImageWrapperModule.h"
#include "Misc/App.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Modules/ModuleManager.h"
#include "ObjectTools.h"
#include "RenderingThread.h"
#include "Misc/ObjectThumbnail.h"
namespace
{
// Encode an array of BGRA8 pixels to a PNG on disk.
bool SaveBGRAToPNG(
const uint8* BGRA,
int32 NumBytes,
int32 Width,
int32 Height,
const FString& OutputAbsPath,
const FString& FileNameNoExt,
FString& OutFullPath,
FString& OutError)
{
if (!BGRA || NumBytes < Width * Height * 4)
{
OutError = TEXT("empty / undersized pixel buffer");
return false;
}
IImageWrapperModule& Mod =
FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
TSharedPtr<IImageWrapper> PNG = Mod.CreateImageWrapper(EImageFormat::PNG);
if (!PNG.IsValid() ||
!PNG->SetRaw(BGRA, Width * Height * 4, Width, Height, ERGBFormat::BGRA, 8))
{
OutError = TEXT("PNG SetRaw failed");
return false;
}
const TArray64<uint8>& Compressed = PNG->GetCompressed(100);
IPlatformFile& PF = FPlatformFileManager::Get().GetPlatformFile();
if (!PF.DirectoryExists(*OutputAbsPath))
{
PF.CreateDirectoryTree(*OutputAbsPath);
}
const FString FullPath = FPaths::Combine(OutputAbsPath, FileNameNoExt + TEXT(".png"));
if (!FFileHelper::SaveArrayToFile(Compressed, *FullPath))
{
OutError = FString::Printf(TEXT("SaveArrayToFile failed: %s"), *FullPath);
return false;
}
OutFullPath = FullPath;
return true;
}
}
bool UMCPCaptureLibrary::RenderAssetThumbnailToPNG(
const FString& AssetPath,
const FString& OutputAbsPath,
const FString& FileNameNoExt,
int32 Width,
int32 Height,
FString& OutFullPath,
FString& OutError)
{
OutFullPath.Reset();
OutError.Reset();
const int32 W = FMath::Clamp(Width, 16, 2048);
const int32 H = FMath::Clamp(Height, 16, 2048);
UObject* Object = StaticLoadObject(UObject::StaticClass(), nullptr, *AssetPath);
if (!Object)
{
OutError = FString::Printf(TEXT("could not load asset: %s"), *AssetPath);
return false;
}
// Render the asset through its registered thumbnail renderer. This is exactly
// what the Content Browser uses, so it works for every asset type and needs
// no open editor. RenderThumbnail allocates its own render target when we
// pass null and fills the thumbnail with uncompressed BGRA8 pixels.
FObjectThumbnail Thumbnail;
ThumbnailTools::RenderThumbnail(
Object,
static_cast<uint32>(W),
static_cast<uint32>(H),
ThumbnailTools::EThumbnailTextureFlushMode::AlwaysFlush,
nullptr,
&Thumbnail);
const TArray<uint8>& Bytes = Thumbnail.GetUncompressedImageData();
if (Bytes.Num() == 0)
{
OutError = FString::Printf(
TEXT("thumbnail renderer produced no pixels for %s (no renderer for this asset type?)"),
*AssetPath);
return false;
}
return SaveBGRAToPNG(
Bytes.GetData(),
Bytes.Num(),
Thumbnail.GetImageWidth(),
Thumbnail.GetImageHeight(),
OutputAbsPath,
FileNameNoExt,
OutFullPath,
OutError);
}
bool UMCPCaptureLibrary::CaptureEditorSceneToPNG(
FVector Location,
FRotator Rotation,
float FOV,
const FString& OutputAbsPath,
const FString& FileNameNoExt,
int32 Width,
int32 Height,
FString& OutFullPath,
FString& OutError)
{
OutFullPath.Reset();
OutError.Reset();
UWorld* World = GEditor ? GEditor->GetEditorWorldContext().World() : nullptr;
if (!World)
{
OutError = TEXT("no editor world available");
return false;
}
const int32 W = FMath::Clamp(Width, 16, 4096);
const int32 H = FMath::Clamp(Height, 16, 4096);
UTextureRenderTarget2D* RT = NewObject<UTextureRenderTarget2D>(GetTransientPackage());
RT->ClearColor = FLinearColor::Black;
RT->TargetGamma = 2.2f;
RT->InitCustomFormat(W, H, PF_B8G8R8A8, /*bForceLinearGamma=*/false);
RT->UpdateResourceImmediate(true);
// Transient capture component bound to the editor world — no actor, no viewport.
USceneCaptureComponent2D* Capture =
NewObject<USceneCaptureComponent2D>(World->GetWorldSettings());
if (!Capture)
{
OutError = TEXT("failed to create SceneCaptureComponent2D");
return false;
}
Capture->TextureTarget = RT;
Capture->CaptureSource = ESceneCaptureSource::SCS_FinalColorLDR;
Capture->FOVAngle = FMath::Clamp(FOV, 5.f, 170.f);
Capture->bCaptureEveryFrame = false;
Capture->bCaptureOnMovement = false;
Capture->bAlwaysPersistRenderingState = true;
Capture->RegisterComponentWithWorld(World);
Capture->SetWorldLocationAndRotation(Location, Rotation);
Capture->CaptureScene();
FlushRenderingCommands();
FTextureRenderTargetResource* RTResource = RT->GameThread_GetRenderTargetResource();
bool bOk = false;
if (RTResource)
{
TArray<FColor> Pixels;
Pixels.SetNumUninitialized(W * H);
FReadSurfaceDataFlags ReadFlags(RCM_UNorm);
ReadFlags.SetLinearToGamma(false);
if (RTResource->ReadPixels(Pixels, ReadFlags))
{
// FColor is BGRA in memory.
bOk = SaveBGRAToPNG(
reinterpret_cast<const uint8*>(Pixels.GetData()),
Pixels.Num() * sizeof(FColor),
W, H, OutputAbsPath, FileNameNoExt, OutFullPath, OutError);
}
else
{
OutError = TEXT("ReadPixels failed");
}
}
else
{
OutError = TEXT("RT resource null after capture");
}
// Tear down the transient component.
Capture->UnregisterComponent();
Capture->DestroyComponent();
return bOk;
}