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>
29 lines
1.0 KiB
C++
29 lines
1.0 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "MCPMaterialLibrary.generated.h"
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class UMaterialExpression;
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class UMaterial;
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class UMaterialFunction;
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UCLASS()
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class UEBLUEPRINTMCPEDITOR_API UMCPMaterialLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "MCP|Material")
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static TArray<UMaterialExpression*> GetMaterialExpressions(UObject* MaterialOrFunction);
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UFUNCTION(BlueprintCallable, Category = "MCP|Material")
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static UMaterialExpression* FindMaterialExpression(UObject* MaterialOrFunction, const FString& NodeId);
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UFUNCTION(BlueprintCallable, Category = "MCP|Material")
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static FString DumpMaterialGraphToJson(UObject* MaterialOrFunction);
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UFUNCTION(BlueprintCallable, Category = "MCP|Material")
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static FString ConnectMaterialExpressionsRaw(UObject* MaterialOrFunction, UMaterialExpression* FromExpression, const FString& FromOutput, UMaterialExpression* ToExpression, const FString& ToInput);
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};
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