/** * Shared Unreal asset path handling (#798). * * Callers spell an asset path several defensible ways: with a `.uasset` * suffix, with the object suffix Unreal prints in the content browser, with * backslashes, or wrapped in the `{ refPath }` object reference that the * engine's own toolsets use. The bridge wants exactly one of those forms. * Repairing the rest at the boundary is cheaper than making every caller * discover the rule by trial and error, and a rejection that names the field * and shows the accepted shape is cheaper than a generic failure. */ /** Guidance appended to every path rejection, so one error is enough to fix the call. */ export declare const PATH_FORMAT_HELP: string; /** * Fold the accepted spellings of an Unreal asset path into the one form the * bridge wants: a long package path, no extension, no object suffix. * * `/Game/UI/WBP_Foo.uasset` -> `/Game/UI/WBP_Foo` * `/Game/UI/WBP_Foo.WBP_Foo` -> `/Game/UI/WBP_Foo` * `/Game/UI/WBP_Foo.WBP_Foo_C` -> `/Game/UI/WBP_Foo` * `\Game\UI\WBP_Foo` -> `/Game/UI/WBP_Foo` * `/Game/UI/` -> rejected (no asset name) * * Rejects, naming the offending field, what cannot be repaired without * guessing: empty values, filesystem paths, and relative paths. */ export declare function normalizeUnrealAssetPath(raw: unknown, field?: string): string; /** Split a normalized package path into the package directory and the asset name. */ export declare function splitAssetPath(assetPath: string): { packagePath: string; name: string; }; /** * Resolve the destination of a create action from either spelling: the * canonical `assetPath` (or its `path` alias), or the older `packagePath` * plus `name` pair. Returns the normalized package path. * * Throws INVALID_PARAMS naming both spellings when neither is usable, so the * caller is never told to supply an internal field name it cannot see in the * schema. */ export declare function resolveCreateAssetPath(params: Record): string; /** * Pull an asset path out of any value a caller might use for it: a plain * string, Unreal's `{ refPath }` object reference (what the wrapped engine * toolsets use), or either of those serialized as JSON by a client that * flattens object arguments to strings. */ export declare function coerceAssetPathValue(value: unknown): string | undefined;