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>
272 lines
9.4 KiB
Python
272 lines
9.4 KiB
Python
"""Niagara authoring ops. Bridges to unreal.MCPNiagaraLibrary (C++) where
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editor-only APIs are required, falls back to pure Python where possible.
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Ops:
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create_system {path}
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create_emitter_asset {path, template_emitter?} — create empty UNiagaraEmitter asset
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add_emitter {system, emitter_asset, name?} — add emitter to system, returns handle name
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remove_emitter {system, emitter_name}
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list_emitters {system}
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list_modules {system, emitter_name?, group} — group: EmitterSpawn|EmitterUpdate|ParticleSpawn|ParticleUpdate|SystemSpawn|SystemUpdate
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add_module {system, emitter_name?, group, module_script}
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remove_module {system, emitter_name?, group, module_name}
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add_renderer {system, emitter_name, renderer_class} — e.g. NiagaraSpriteRendererProperties
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remove_renderer {system, emitter_name, renderer_class}
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compile {system}
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set_module_input STUB — see NOTES at bottom.
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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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# ---------- loaders ----------
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def _load_asset(path: str):
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if not path:
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return None
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return unreal.EditorAssetLibrary.load_asset(path)
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def _load_class(p: str):
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if not p:
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return None
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if "/" in p:
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return unreal.load_class(None, p)
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# Try common Niagara paths
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for prefix in ("/Script/Niagara.", "/Script/NiagaraEditor."):
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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 unreal.load_class(None, p)
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def _lib():
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if not hasattr(unreal, "MCPNiagaraLibrary"):
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raise RuntimeError("MCPNiagaraLibrary not found — rebuild the UEBlueprintMCPEditor C++ module")
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return unreal.MCPNiagaraLibrary
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# ---------- ops ----------
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def create_system(p):
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path = p["path"]
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ok = _lib().create_niagara_system(path)
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return {"ok": bool(ok), "path": path}
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def create_emitter_asset(p):
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"""Create an empty UNiagaraEmitter asset. Niagara typically doesn't support
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fully empty emitters via UI — users start from a template. We create the bare
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asset; for fully usable emitters duplicate an existing template via asset_op.
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"""
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path = p["path"]
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package_name, _, asset_name = path.rpartition("/")
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factory = unreal.NiagaraEmitterFactoryNew() if hasattr(unreal, "NiagaraEmitterFactoryNew") else None
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tools = unreal.AssetToolsHelpers.get_asset_tools()
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if factory is None:
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return {"ok": False, "error": "NiagaraEmitterFactoryNew not exposed to Python — duplicate a template emitter via asset_op instead"}
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asset = tools.create_asset(asset_name, package_name, unreal.NiagaraEmitter, factory)
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return {"ok": asset is not None, "path": path}
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def add_emitter(p):
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system = _load_asset(p["system"])
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emitter = _load_asset(p["emitter_asset"])
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if system is None or emitter is None:
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return {"ok": False, "error": "system or emitter_asset not found"}
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name = p.get("name", "")
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handle_name = _lib().add_emitter_to_system(system, emitter, name)
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if not handle_name:
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return {"ok": False, "error": "AddEmitterToSystem returned empty"}
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unreal.EditorAssetLibrary.save_asset(p["system"])
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return {"ok": True, "handle_name": handle_name}
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def remove_emitter(p):
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system = _load_asset(p["system"])
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if system is None:
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return {"ok": False, "error": "system not found"}
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ok = _lib().remove_emitter_from_system(system, p["emitter_name"])
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if ok:
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unreal.EditorAssetLibrary.save_asset(p["system"])
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return {"ok": bool(ok)}
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def list_emitters(p):
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system = _load_asset(p["system"])
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if system is None:
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return {"ok": False, "error": "system not found"}
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names = list(_lib().get_emitter_handle_names(system))
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return {"ok": True, "emitters": names}
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def list_modules(p):
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system = _load_asset(p["system"])
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if system is None:
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return {"ok": False, "error": "system not found"}
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modules = list(_lib().list_modules(system, p.get("emitter_name", ""), p["group"]))
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return {"ok": True, "modules": modules}
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def add_module(p):
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system = _load_asset(p["system"])
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script = _load_asset(p["module_script"])
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if system is None or script is None:
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return {"ok": False, "error": "system or module_script not found"}
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name = _lib().add_module_to_stack(
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system,
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p.get("emitter_name", ""),
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p["group"],
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script,
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int(p.get("index", -1)),
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)
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if not name:
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return {"ok": False, "error": "AddModuleToStack returned empty (wrong group or script not a module?)"}
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unreal.EditorAssetLibrary.save_asset(p["system"])
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return {"ok": True, "module_name": name}
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def remove_module(p):
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system = _load_asset(p["system"])
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if system is None:
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return {"ok": False, "error": "system not found"}
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ok = _lib().remove_module_from_stack(
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system,
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p.get("emitter_name", ""),
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p["group"],
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p["module_name"],
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)
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if ok:
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unreal.EditorAssetLibrary.save_asset(p["system"])
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return {"ok": bool(ok)}
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def add_renderer(p):
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system = _load_asset(p["system"])
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if system is None:
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return {"ok": False, "error": "system not found"}
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cls = _load_class(p["renderer_class"])
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if cls is None:
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return {"ok": False, "error": f"renderer class {p['renderer_class']!r} not found"}
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result = _lib().add_renderer_to_emitter(system, p["emitter_name"], cls)
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if not result:
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return {"ok": False, "error": "AddRendererToEmitter returned empty"}
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unreal.EditorAssetLibrary.save_asset(p["system"])
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return {"ok": True, "renderer": result}
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def remove_renderer(p):
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system = _load_asset(p["system"])
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if system is None:
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return {"ok": False, "error": "system not found"}
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cls = _load_class(p["renderer_class"])
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if cls is None:
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return {"ok": False, "error": f"renderer class {p['renderer_class']!r} not found"}
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n = int(_lib().remove_renderers_from_emitter(system, p["emitter_name"], cls))
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if n:
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unreal.EditorAssetLibrary.save_asset(p["system"])
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return {"ok": True, "removed": n}
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def assign_to_actor(p):
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"""Assign a UNiagaraSystem to the NiagaraComponent of a NiagaraActor in the
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current level. Identifies the actor by its label (use `name` field).
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"""
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system_path = p["system"]
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actor_name = p["name"]
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system = _load_asset(system_path)
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if system is None:
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return {"ok": False, "error": f"system {system_path!r} not found"}
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ess = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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target = None
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for a in ess.get_all_level_actors():
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if a and (a.get_actor_label() == actor_name or a.get_name() == actor_name):
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target = a
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break
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if target is None:
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return {"ok": False, "error": f"actor {actor_name!r} not found"}
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comp = target.get_component_by_class(unreal.NiagaraComponent)
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if comp is None:
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return {"ok": False, "error": "actor has no NiagaraComponent"}
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comp.set_asset(system)
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comp.activate(reset=True)
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return {"ok": True, "actor": actor_name, "system": system_path}
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def compile_system(p):
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system = _load_asset(p["system"])
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if system is None:
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return {"ok": False, "error": "system not found"}
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ok = _lib().request_compile(system)
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return {"ok": bool(ok)}
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def set_module_input(p):
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return {
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"ok": False,
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"error": (
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"set_module_input not implemented yet — requires "
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"FNiagaraStackFunctionInputBinder + NiagaraClipboard plumbing. "
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"Workaround: open the system in editor and use UI, or extend "
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"MCPNiagaraLibrary with SetModuleInput(scalar|vector|enum) wrappers."
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),
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}
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OPS = {
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"create_system": create_system,
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"create_emitter_asset": create_emitter_asset,
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"add_emitter": add_emitter,
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"remove_emitter": remove_emitter,
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"list_emitters": list_emitters,
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"list_modules": list_modules,
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"add_module": add_module,
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"remove_module": remove_module,
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"add_renderer": add_renderer,
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"remove_renderer": remove_renderer,
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"compile": compile_system,
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"assign_to_actor": assign_to_actor,
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"set_module_input": set_module_input,
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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-NIAGARA] " + txt[:1500])
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except Exception:
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pass
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return txt
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