Files
unreal-engine-mcp-system-pl…/Source/UEBlueprintMCPEditor/Public/MCPVoxelGraphLibrary.h
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

70 lines
3.6 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MCPVoxelGraphLibrary.generated.h"
class UEdGraph;
UCLASS()
class UEBLUEPRINTMCPEDITOR_API UMCPVoxelGraphLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "MCP|VoxelGraph")
static bool IsVoxelGraphAsset(UObject* Asset);
UFUNCTION(BlueprintCallable, Category = "MCP|VoxelGraph")
static FString ListTerminalGraphsJson(UObject* Asset);
UFUNCTION(BlueprintCallable, Category = "MCP|VoxelGraph")
static UEdGraph* FindTerminalEdGraph(UObject* Asset, const FString& Terminal);
UFUNCTION(BlueprintCallable, Category = "MCP|VoxelGraph")
static FString DumpTerminalGraphJson(UObject* Asset, const FString& Terminal);
UFUNCTION(BlueprintCallable, Category = "MCP|VoxelGraph")
static FString GetSelectedNodesJson(UObject* Asset, const FString& Terminal);
UFUNCTION(BlueprintCallable, Category = "MCP|VoxelGraph")
static FString SpawnCommentNode(UEdGraph* Graph, FVector2D Position, FVector2D Size, const FString& Comment, FLinearColor Color);
// Returns a JSON catalogue of every spawnable Voxel node (struct nodes + function-library nodes).
// Filter is an optional case-insensitive substring matched against id / display name / category.
UFUNCTION(BlueprintCallable, Category = "MCP|VoxelGraph")
static FString ListNodeTypesJson(const FString& Filter, int32 Limit);
// Spawns a functional Voxel node (UVoxelGraphNode_Struct) identified by NodeId
// (struct name, struct path, display name, or "Library.Function" for function nodes).
// Returns the new node GUID as string, or empty on failure.
UFUNCTION(BlueprintCallable, Category = "MCP|VoxelGraph")
static FString SpawnStructNode(UEdGraph* Graph, const FString& NodeId, FVector2D Position);
// Registers a graph property and returns its new GUID as JSON {ok, guid, name, type}.
// Kind: "parameter" (graph parameter), "input"/"output" (function in/out), "local" (local variable).
// TypeStr: float|double|int|bool|vector2d|vector|color|name (defaults to float).
UFUNCTION(BlueprintCallable, Category = "MCP|VoxelGraph")
static FString AddGraphPropertyJson(UObject* Asset, const FString& Terminal, const FString& Kind, const FString& Name, const FString& TypeStr, const FString& Category);
// Lists graph properties of the given Kind as JSON {ok, properties:[{guid,name,type,category}]}.
UFUNCTION(BlueprintCallable, Category = "MCP|VoxelGraph")
static FString ListGraphPropertiesJson(UObject* Asset, const FString& Terminal, const FString& Kind);
// Spawns a usage node for an existing property (Ref = guid or name). bDeclaration only matters
// for Kind "local" (declaration vs usage). Returns the new node GUID, or empty on failure.
UFUNCTION(BlueprintCallable, Category = "MCP|VoxelGraph")
static FString SpawnPropertyNode(UEdGraph* Graph, const FString& Kind, const FString& Ref, FVector2D Position, bool bDeclaration);
// Spawns a "Call Function" node for a function terminal graph (FunctionRef = terminal guid or name).
// Returns the new node GUID, or empty on failure.
UFUNCTION(BlueprintCallable, Category = "MCP|VoxelGraph")
static FString SpawnCallFunctionNode(UEdGraph* Graph, const FString& FunctionRef, FVector2D Position);
UFUNCTION(BlueprintCallable, Category = "MCP|VoxelGraph")
static bool NotifyGraphChanged(UEdGraph* Graph, bool bCompile);
UFUNCTION(BlueprintCallable, Category = "MCP|VoxelGraph")
static bool OpenVoxelGraphAsset(UObject* Asset);
};