194 lines
7.1 KiB
Python
194 lines
7.1 KiB
Python
#!/usr/bin/env python
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"""
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Test script for creating and manipulating a basic Blueprint in Unreal Engine via MCP.
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This script demonstrates the core Blueprint creation and manipulation workflow:
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1. Creates a new Blueprint class (TestBP) derived from Actor
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2. Adds a StaticMeshComponent named 'CubeVisual' to the Blueprint
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3. Sets the component's mesh to a basic cube shape (/Engine/BasicShapes/Cube.Cube)
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4. Compiles the Blueprint to apply the changes
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5. Spawns an instance of the Blueprint in the level at [0, 0, 100]
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The script serves as both a test of the MCP Blueprint manipulation functionality
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and a basic example of how to programmatically create and modify Blueprints
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through the MCP interface.
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"""
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import sys
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import os
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import time
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import socket
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import json
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import logging
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from typing import Dict, Any, Optional
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# Add the parent directory to the path so we can import the server module
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sys.path.append(os.path.dirname(os.path.dirname(os.path.dirname(os.path.abspath(__file__)))))
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# Set up logging
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logging.basicConfig(level=logging.INFO, format='%(asctime)s - %(name)s - %(levelname)s - %(message)s')
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logger = logging.getLogger("TestBasicBlueprint")
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def send_command(sock: socket.socket, command: str, params: Dict[str, Any]) -> Optional[Dict[str, Any]]:
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"""Send a command to the Unreal MCP server and get the response."""
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try:
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# Create command object
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command_obj = {
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"type": command,
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"params": params
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}
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# Convert to JSON and send
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command_json = json.dumps(command_obj)
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logger.info(f"Sending command: {command_json}")
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sock.sendall(command_json.encode('utf-8'))
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# Receive response
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chunks = []
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while True:
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chunk = sock.recv(4096)
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if not chunk:
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break
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chunks.append(chunk)
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# Try parsing to see if we have a complete response
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try:
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data = b''.join(chunks)
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json.loads(data.decode('utf-8'))
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# If we can parse it, we have the complete response
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break
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except json.JSONDecodeError:
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# Not a complete JSON object yet, continue receiving
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continue
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# Parse response
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data = b''.join(chunks)
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response = json.loads(data.decode('utf-8'))
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logger.info(f"Received response: {response}")
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return response
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except Exception as e:
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logger.error(f"Error sending command: {e}")
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return None
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def main():
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"""Main function to test creating a basic blueprint."""
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try:
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# Connect to Unreal MCP server
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sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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sock.connect(("127.0.0.1", 55557))
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try:
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# Step 1: Create a blueprint
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bp_params = {
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"name": "TestBP",
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"parent_class": "Actor"
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}
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response = send_command(sock, "create_blueprint", bp_params)
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# Fixed response check to handle nested structure
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if not response or response.get("status") != "success":
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logger.error(f"Failed to create blueprint: {response}")
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return
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# Check if blueprint already existed
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if response.get("result", {}).get("already_exists"):
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logger.info(f"Blueprint 'TestBP' already exists, reusing it")
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else:
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logger.info("Blueprint created successfully!")
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# Step 2: Add a static mesh component
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component_params = {
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"blueprint_name": "TestBP",
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"component_type": "StaticMeshComponent",
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"component_name": "CubeVisual",
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"location": [0.0, 0.0, 0.0],
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"rotation": [0.0, 0.0, 0.0],
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"scale": [1.0, 1.0, 1.0]
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}
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# Close and reopen connection for each command
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sock.close()
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sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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sock.connect(("127.0.0.1", 55557))
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response = send_command(sock, "add_component_to_blueprint", component_params)
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# Fixed response check to handle nested structure
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if not response or response.get("status") != "success":
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logger.error(f"Failed to add component: {response}")
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return
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logger.info("Component added successfully!")
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# Step 3: Set the static mesh properties
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sock.close()
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sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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sock.connect(("127.0.0.1", 55557))
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mesh_params = {
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"blueprint_name": "TestBP",
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"component_name": "CubeVisual",
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"static_mesh": "/Engine/BasicShapes/Cube.Cube"
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}
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response = send_command(sock, "set_static_mesh_properties", mesh_params)
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# Fixed response check to handle nested structure
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if not response or response.get("status") != "success":
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logger.error(f"Failed to set static mesh properties: {response}")
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return
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logger.info("Static mesh properties set successfully!")
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# Step 4: Compile the blueprint
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sock.close()
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sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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sock.connect(("127.0.0.1", 55557))
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compile_params = {
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"blueprint_name": "TestBP"
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}
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response = send_command(sock, "compile_blueprint", compile_params)
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# Fixed response check to handle nested structure
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if not response or response.get("status") != "success":
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logger.error(f"Failed to compile blueprint: {response}")
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return
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logger.info("Blueprint compiled successfully!")
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# Step 5: Spawn an instance of the blueprint
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sock.close()
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sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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sock.connect(("127.0.0.1", 55557))
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spawn_params = {
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"blueprint_name": "TestBP",
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"actor_name": "TestBPInstance",
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"location": [0.0, 0.0, 100.0], # 100 units up
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"rotation": [0.0, 0.0, 0.0],
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"scale": [1.0, 1.0, 1.0]
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}
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response = send_command(sock, "spawn_blueprint_actor", spawn_params)
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# Fixed response check to handle nested structure
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if not response or response.get("status") != "success":
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logger.error(f"Failed to spawn blueprint actor: {response}")
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return
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logger.info("Blueprint actor spawned successfully!")
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finally:
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# Close the socket
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sock.close()
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except Exception as e:
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logger.error(f"Error: {e}")
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sys.exit(1)
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if __name__ == "__main__":
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main() |