Files
unreal-engine-mcp-system-pl…/ue_side/niagara.py
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

272 lines
9.4 KiB
Python

"""Niagara authoring ops. Bridges to unreal.MCPNiagaraLibrary (C++) where
editor-only APIs are required, falls back to pure Python where possible.
Ops:
create_system {path}
create_emitter_asset {path, template_emitter?} — create empty UNiagaraEmitter asset
add_emitter {system, emitter_asset, name?} — add emitter to system, returns handle name
remove_emitter {system, emitter_name}
list_emitters {system}
list_modules {system, emitter_name?, group} — group: EmitterSpawn|EmitterUpdate|ParticleSpawn|ParticleUpdate|SystemSpawn|SystemUpdate
add_module {system, emitter_name?, group, module_script}
remove_module {system, emitter_name?, group, module_name}
add_renderer {system, emitter_name, renderer_class} — e.g. NiagaraSpriteRendererProperties
remove_renderer {system, emitter_name, renderer_class}
compile {system}
set_module_input STUB — see NOTES at bottom.
"""
from __future__ import annotations
import json
import os
import traceback
try:
import unreal # type: ignore
except ImportError:
unreal = None
# ---------- loaders ----------
def _load_asset(path: str):
if not path:
return None
return unreal.EditorAssetLibrary.load_asset(path)
def _load_class(p: str):
if not p:
return None
if "/" in p:
return unreal.load_class(None, p)
# Try common Niagara paths
for prefix in ("/Script/Niagara.", "/Script/NiagaraEditor."):
c = unreal.load_class(None, prefix + p)
if c is not None:
return c
return unreal.load_class(None, p)
def _lib():
if not hasattr(unreal, "MCPNiagaraLibrary"):
raise RuntimeError("MCPNiagaraLibrary not found — rebuild the UEBlueprintMCPEditor C++ module")
return unreal.MCPNiagaraLibrary
# ---------- ops ----------
def create_system(p):
path = p["path"]
ok = _lib().create_niagara_system(path)
return {"ok": bool(ok), "path": path}
def create_emitter_asset(p):
"""Create an empty UNiagaraEmitter asset. Niagara typically doesn't support
fully empty emitters via UI — users start from a template. We create the bare
asset; for fully usable emitters duplicate an existing template via asset_op.
"""
path = p["path"]
package_name, _, asset_name = path.rpartition("/")
factory = unreal.NiagaraEmitterFactoryNew() if hasattr(unreal, "NiagaraEmitterFactoryNew") else None
tools = unreal.AssetToolsHelpers.get_asset_tools()
if factory is None:
return {"ok": False, "error": "NiagaraEmitterFactoryNew not exposed to Python — duplicate a template emitter via asset_op instead"}
asset = tools.create_asset(asset_name, package_name, unreal.NiagaraEmitter, factory)
return {"ok": asset is not None, "path": path}
def add_emitter(p):
system = _load_asset(p["system"])
emitter = _load_asset(p["emitter_asset"])
if system is None or emitter is None:
return {"ok": False, "error": "system or emitter_asset not found"}
name = p.get("name", "")
handle_name = _lib().add_emitter_to_system(system, emitter, name)
if not handle_name:
return {"ok": False, "error": "AddEmitterToSystem returned empty"}
unreal.EditorAssetLibrary.save_asset(p["system"])
return {"ok": True, "handle_name": handle_name}
def remove_emitter(p):
system = _load_asset(p["system"])
if system is None:
return {"ok": False, "error": "system not found"}
ok = _lib().remove_emitter_from_system(system, p["emitter_name"])
if ok:
unreal.EditorAssetLibrary.save_asset(p["system"])
return {"ok": bool(ok)}
def list_emitters(p):
system = _load_asset(p["system"])
if system is None:
return {"ok": False, "error": "system not found"}
names = list(_lib().get_emitter_handle_names(system))
return {"ok": True, "emitters": names}
def list_modules(p):
system = _load_asset(p["system"])
if system is None:
return {"ok": False, "error": "system not found"}
modules = list(_lib().list_modules(system, p.get("emitter_name", ""), p["group"]))
return {"ok": True, "modules": modules}
def add_module(p):
system = _load_asset(p["system"])
script = _load_asset(p["module_script"])
if system is None or script is None:
return {"ok": False, "error": "system or module_script not found"}
name = _lib().add_module_to_stack(
system,
p.get("emitter_name", ""),
p["group"],
script,
int(p.get("index", -1)),
)
if not name:
return {"ok": False, "error": "AddModuleToStack returned empty (wrong group or script not a module?)"}
unreal.EditorAssetLibrary.save_asset(p["system"])
return {"ok": True, "module_name": name}
def remove_module(p):
system = _load_asset(p["system"])
if system is None:
return {"ok": False, "error": "system not found"}
ok = _lib().remove_module_from_stack(
system,
p.get("emitter_name", ""),
p["group"],
p["module_name"],
)
if ok:
unreal.EditorAssetLibrary.save_asset(p["system"])
return {"ok": bool(ok)}
def add_renderer(p):
system = _load_asset(p["system"])
if system is None:
return {"ok": False, "error": "system not found"}
cls = _load_class(p["renderer_class"])
if cls is None:
return {"ok": False, "error": f"renderer class {p['renderer_class']!r} not found"}
result = _lib().add_renderer_to_emitter(system, p["emitter_name"], cls)
if not result:
return {"ok": False, "error": "AddRendererToEmitter returned empty"}
unreal.EditorAssetLibrary.save_asset(p["system"])
return {"ok": True, "renderer": result}
def remove_renderer(p):
system = _load_asset(p["system"])
if system is None:
return {"ok": False, "error": "system not found"}
cls = _load_class(p["renderer_class"])
if cls is None:
return {"ok": False, "error": f"renderer class {p['renderer_class']!r} not found"}
n = int(_lib().remove_renderers_from_emitter(system, p["emitter_name"], cls))
if n:
unreal.EditorAssetLibrary.save_asset(p["system"])
return {"ok": True, "removed": n}
def assign_to_actor(p):
"""Assign a UNiagaraSystem to the NiagaraComponent of a NiagaraActor in the
current level. Identifies the actor by its label (use `name` field).
"""
system_path = p["system"]
actor_name = p["name"]
system = _load_asset(system_path)
if system is None:
return {"ok": False, "error": f"system {system_path!r} not found"}
ess = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
target = None
for a in ess.get_all_level_actors():
if a and (a.get_actor_label() == actor_name or a.get_name() == actor_name):
target = a
break
if target is None:
return {"ok": False, "error": f"actor {actor_name!r} not found"}
comp = target.get_component_by_class(unreal.NiagaraComponent)
if comp is None:
return {"ok": False, "error": "actor has no NiagaraComponent"}
comp.set_asset(system)
comp.activate(reset=True)
return {"ok": True, "actor": actor_name, "system": system_path}
def compile_system(p):
system = _load_asset(p["system"])
if system is None:
return {"ok": False, "error": "system not found"}
ok = _lib().request_compile(system)
return {"ok": bool(ok)}
def set_module_input(p):
return {
"ok": False,
"error": (
"set_module_input not implemented yet — requires "
"FNiagaraStackFunctionInputBinder + NiagaraClipboard plumbing. "
"Workaround: open the system in editor and use UI, or extend "
"MCPNiagaraLibrary with SetModuleInput(scalar|vector|enum) wrappers."
),
}
OPS = {
"create_system": create_system,
"create_emitter_asset": create_emitter_asset,
"add_emitter": add_emitter,
"remove_emitter": remove_emitter,
"list_emitters": list_emitters,
"list_modules": list_modules,
"add_module": add_module,
"remove_module": remove_module,
"add_renderer": add_renderer,
"remove_renderer": remove_renderer,
"compile": compile_system,
"assign_to_actor": assign_to_actor,
"set_module_input": set_module_input,
}
def entrypoint(payload_json: str) -> str:
try:
p = json.loads(payload_json)
except Exception as e: # noqa: BLE001
return _tee({"ok": False, "error": f"bad json: {e}"}, {})
op = p.get("op")
fn = OPS.get(op)
if not fn:
return _tee({"ok": False, "error": f"unknown op {op!r}", "available": list(OPS)}, p)
try:
return _tee(fn(p), p)
except Exception as e: # noqa: BLE001
return _tee({"ok": False, "error": str(e), "traceback": traceback.format_exc()}, p)
def _tee(result: dict, p: dict) -> str:
txt = json.dumps(result)
try:
if unreal is not None:
sd = unreal.Paths.project_saved_dir() + "MCP/"
os.makedirs(sd, exist_ok=True)
rid = p.get("__rid") or "last"
with open(sd + "last.json", "w", encoding="utf-8") as f:
f.write(txt)
if rid != "last":
with open(sd + f"{rid}.json", "w", encoding="utf-8") as f:
f.write(txt)
unreal.log("[MCP-NIAGARA] " + txt[:1500])
except Exception:
pass
return txt