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>
203 lines
6.5 KiB
Python
203 lines
6.5 KiB
Python
"""Level / scene ops via UE EditorActorSubsystem — pure Python, no C++ needed.
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Ops (dispatched by `entrypoint(payload_json)`):
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spawn_actor {class, location:[x,y,z]?, rotation:[p,y,r]?, scale:[x,y,z]?, name?}
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destroy {name} — by actor label or path
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get_selected {} — list selected actors
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select {names:[]}
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get_by_class {class}
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find_by_name {name}
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set_transform {name, location?, rotation?, scale?}
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attach {child, parent, socket?}
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save_level {}
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load_level {path}
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current_level {}
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"""
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from __future__ import annotations
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import json
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import os
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import traceback
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try:
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import unreal # type: ignore
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except ImportError:
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unreal = None
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def _ess():
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return unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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def _load_class(p: str):
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if "/" in p:
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return unreal.load_class(None, p)
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for prefix in ("/Script/Engine.", "/Script/UnrealEd."):
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c = unreal.load_class(None, prefix + p)
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if c is not None:
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return c
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return None
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def _vec(v, default=(0, 0, 0)):
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if v is None:
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v = default
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return unreal.Vector(float(v[0]), float(v[1]), float(v[2]))
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def _rot(v, default=(0, 0, 0)):
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if v is None:
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v = default
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# rotator: pitch, yaw, roll
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return unreal.Rotator(float(v[0]), float(v[1]), float(v[2]))
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def _find_actor(name: str):
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for a in _ess().get_all_level_actors():
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if not a:
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continue
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if a.get_actor_label() == name or a.get_name() == name or a.get_path_name() == name:
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return a
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return None
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def spawn_actor(args: dict) -> dict:
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cls = _load_class(args["class"])
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if cls is None:
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return {"ok": False, "error": f"class not found: {args['class']!r}"}
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loc = _vec(args.get("location"))
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rot = _rot(args.get("rotation"))
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scale = _vec(args.get("scale"), (1, 1, 1))
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actor = _ess().spawn_actor_from_class(cls, loc, rot)
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if actor is None:
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return {"ok": False, "error": "spawn returned None"}
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actor.set_actor_scale3d(scale)
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if args.get("name"):
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actor.set_actor_label(args["name"])
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return {"ok": True, "name": actor.get_actor_label(), "path": actor.get_path_name()}
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def destroy(args: dict) -> dict:
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a = _find_actor(args["name"])
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if not a:
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return {"ok": False, "error": "actor not found"}
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_ess().destroy_actor(a)
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return {"ok": True, "name": args["name"]}
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def get_selected(args: dict) -> dict:
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return {"ok": True, "actors": [a.get_actor_label() for a in _ess().get_selected_level_actors()]}
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def select(args: dict) -> dict:
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names = args.get("names") or []
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found = [a for a in (_find_actor(n) for n in names) if a]
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_ess().set_selected_level_actors(found)
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return {"ok": True, "selected": [a.get_actor_label() for a in found]}
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def get_by_class(args: dict) -> dict:
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cls = _load_class(args["class"])
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if cls is None:
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return {"ok": False, "error": f"class not found: {args['class']!r}"}
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found = [a for a in _ess().get_all_level_actors() if isinstance(a, cls)]
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return {"ok": True, "actors": [a.get_actor_label() for a in found]}
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def find_by_name(args: dict) -> dict:
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a = _find_actor(args["name"])
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if not a:
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return {"ok": False, "error": "not found"}
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return {"ok": True, "name": a.get_actor_label(), "path": a.get_path_name(), "class": a.get_class().get_name()}
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def set_transform(args: dict) -> dict:
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a = _find_actor(args["name"])
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if not a:
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return {"ok": False, "error": "actor not found"}
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if args.get("location") is not None:
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a.set_actor_location(_vec(args["location"]), False, False)
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if args.get("rotation") is not None:
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a.set_actor_rotation(_rot(args["rotation"]), False)
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if args.get("scale") is not None:
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a.set_actor_scale3d(_vec(args["scale"], (1, 1, 1)))
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return {"ok": True}
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def attach(args: dict) -> dict:
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child = _find_actor(args["child"])
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parent = _find_actor(args["parent"])
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if not child or not parent:
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return {"ok": False, "error": "child or parent not found"}
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socket = args.get("socket") or ""
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child.attach_to_actor(parent, socket, unreal.AttachmentRule.KEEP_WORLD,
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unreal.AttachmentRule.KEEP_WORLD, unreal.AttachmentRule.KEEP_WORLD, False)
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return {"ok": True}
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def save_level(args: dict) -> dict:
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les = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
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ok = les.save_current_level()
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return {"ok": bool(ok)}
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def load_level(args: dict) -> dict:
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les = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
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ok = les.load_level(args["path"])
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return {"ok": bool(ok), "path": args["path"]}
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def current_level(args: dict) -> dict:
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les = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
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name = les.get_current_level_name() if hasattr(les, "get_current_level_name") else ""
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world = unreal.EditorLevelLibrary.get_editor_world() if hasattr(unreal, "EditorLevelLibrary") else None
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return {"ok": True, "name": name, "world": world.get_path_name() if world else None}
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OPS = {
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"spawn_actor": spawn_actor,
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"destroy": destroy,
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"get_selected": get_selected,
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"select": select,
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"get_by_class": get_by_class,
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"find_by_name": find_by_name,
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"set_transform": set_transform,
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"attach": attach,
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"save_level": save_level,
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"load_level": load_level,
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"current_level": current_level,
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}
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def entrypoint(payload_json: str) -> str:
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try:
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p = json.loads(payload_json)
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except Exception as e: # noqa: BLE001
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return _tee({"ok": False, "error": f"bad json: {e}"}, {})
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op = p.get("op")
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fn = OPS.get(op)
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if not fn:
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return _tee({"ok": False, "error": f"unknown op {op!r}", "available": list(OPS)}, p)
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try:
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return _tee(fn(p), p)
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except Exception as e: # noqa: BLE001
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return _tee({"ok": False, "error": str(e), "traceback": traceback.format_exc()}, p)
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def _tee(result: dict, p: dict) -> str:
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txt = json.dumps(result)
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try:
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if unreal is not None:
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sd = unreal.Paths.project_saved_dir() + "MCP/"
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os.makedirs(sd, exist_ok=True)
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rid = p.get("__rid") or "last"
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with open(sd + "last.json", "w", encoding="utf-8") as f:
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f.write(txt)
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if rid != "last":
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with open(sd + f"{rid}.json", "w", encoding="utf-8") as f:
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f.write(txt)
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unreal.log("[MCP-LEVEL] " + txt[:1500])
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except Exception:
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pass
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return txt
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