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

43 lines
1.5 KiB
C++

// Vision-loop helper for the UEBlueprintMCP plugin.
// Renders a UMG WidgetBlueprint to a PNG file so external agents can SEE
// what they just authored. Called from Python via unreal.MCPWidgetRenderLibrary.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MCPWidgetRenderLibrary.generated.h"
class UUserWidget;
UCLASS()
class UEBLUEPRINTMCPEDITOR_API UMCPWidgetRenderLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/**
* Render a UserWidget class to a PNG file on disk.
* Returns true on success and fills OutFullPath with the absolute file path.
*
* @param WidgetClass A UUserWidget subclass (e.g. GeneratedClass of a WidgetBlueprint).
* @param OutputAbsPath Absolute directory path where the PNG should be written.
* The folder is created if missing.
* @param FileNameNoExt File name WITHOUT extension. ".png" is appended automatically.
* @param Width Texture width in pixels (clamped to [16, 8192]).
* @param Height Texture height in pixels (clamped to [16, 8192]).
* @param OutFullPath On success, the absolute path of the written PNG.
* @param OutError On failure, a short description of what went wrong.
*/
UFUNCTION(BlueprintCallable, Category = "MCP|UI",
meta = (DisplayName = "Render Widget To PNG"))
static bool RenderWidgetToPNG(
TSubclassOf<UUserWidget> WidgetClass,
const FString& OutputAbsPath,
const FString& FileNameNoExt,
int32 Width,
int32 Height,
FString& OutFullPath,
FString& OutError
);
};