@createlex/createlexgenai 1.0.5 → 1.0.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/core/unreal-connection.js +130 -30
- package/src/core/web-remote-control.js +10 -4
package/package.json
CHANGED
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@@ -171,14 +171,18 @@ async function executeWithBackend(toolName, params = {}, options = {}) {
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if (backend === BACKEND.WEB_REMOTE) {
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// Web Remote Control — translate tool calls to HTTP API calls
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// Don't pass plugin port to web remote; let it use its own default (30010)
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const webRemote = require('./web-remote-control');
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-
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const webOpts = { ...options, port: options.webRemotePort || undefined };
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return executeViaWebRemote(webRemote, toolName, params, webOpts);
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}
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if (backend === BACKEND.REMOTE_EXEC) {
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// Python Remote Execution — generate Python code and execute
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// Don't pass plugin port to remote exec; it uses UDP multicast
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const remoteExec = require('./remote-execution');
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-
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const execOpts = { ...options, port: undefined };
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return executeViaRemoteExec(remoteExec, toolName, params, execOpts);
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}
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// Auto-detect
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@@ -196,9 +200,6 @@ async function executeWithBackend(toolName, params = {}, options = {}) {
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async function executeViaWebRemote(webRemote, toolName, params, options) {
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// Map common tool names to Web Remote Control API calls
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switch (toolName) {
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case 'get_all_scene_objects':
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return webRemote.getAllLevelActors(options);
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-
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case 'execute_python_script':
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return webRemote.executePythonScript(params.script, options);
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@@ -206,12 +207,10 @@ async function executeViaWebRemote(webRemote, toolName, params, options) {
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return webRemote.executeConsoleCommand(params.command, options);
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default: {
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// For tools
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// For all tools (including get_all_scene_objects, spawn_object, etc.),
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// generate standalone UE Python and execute via Python subsystem
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const script = buildPythonForTool(toolName, params);
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-
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return webRemote.executePythonScript(script, options);
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}
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throw new Error(`Tool '${toolName}' is not supported via Web Remote Control. Use the CreatelexGenAI plugin for full tool access.`);
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return webRemote.executePythonScript(script, options);
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}
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}
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}
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@@ -238,7 +237,7 @@ async function executeViaRemoteExec(remoteExec, toolName, params, options) {
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case 'get_all_scene_objects': {
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const pyCode = `
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import unreal, json
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actors = unreal.
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actors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_all_level_actors()
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result = [{"name": a.get_actor_label(), "class": a.get_class().get_name(), "location": [a.get_actor_location().x, a.get_actor_location().y, a.get_actor_location().z]} for a in actors]
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print(json.dumps(result))
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`;
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@@ -257,7 +256,7 @@ import unreal, json
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loc = ${loc}
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rot = ${rot}
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scale = ${scale}
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actor = unreal.
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actor = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).spawn_actor_from_class(unreal.EditorAssetLibrary.load_asset('/Script/Engine.${params.actor_class}').get_class(), unreal.Vector(*loc), unreal.Rotator(*rot))
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if actor:
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actor.set_actor_scale3d(unreal.Vector(*scale))
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${params.actor_label ? `actor.set_actor_label("${params.actor_label}")` : ''}
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@@ -285,26 +284,127 @@ else:
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}
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/**
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* Build a
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*
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* Build a standalone UE Python script to execute a tool by name.
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* These scripts use only the `unreal` module available inside UE's Python interpreter.
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*/
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function buildPythonForTool(toolName, params) {
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-
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-
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const paramsJson = JSON.stringify(params);
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switch (toolName) {
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case 'spawn_object': {
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const actorClass = params.actor_class || 'StaticMeshActor';
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const loc = params.location || '0,0,0';
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const rot = params.rotation || '0,0,0';
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const scale = params.scale || '1,1,1';
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const label = params.actor_label || '';
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const locParts = loc.split(',').map(s => s.trim());
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const rotParts = rot.split(',').map(s => s.trim());
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const scaleParts = scale.split(',').map(s => s.trim());
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return `import unreal, json
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actor = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).spawn_actor_from_class(unreal.${actorClass}, unreal.Vector(${locParts.join(',')}), unreal.Rotator(${rotParts.join(',')}))
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if actor:
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actor.set_actor_scale3d(unreal.Vector(${scaleParts.join(',')}))
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${label ? `actor.set_actor_label("${label}")` : ''}
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mesh_path = '/Engine/BasicShapes/Cube'
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if hasattr(actor, 'static_mesh_component'):
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mesh = unreal.EditorAssetLibrary.load_asset(mesh_path)
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if mesh:
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actor.static_mesh_component.set_static_mesh(mesh)
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print(json.dumps({"success": True, "actor": actor.get_actor_label(), "class": "${actorClass}"}))
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else:
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print(json.dumps({"success": False, "error": "Failed to spawn ${actorClass}"}))`;
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}
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case 'delete_actor': {
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const name = params.actor_name || params.name || '';
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return `import unreal, json
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actors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_all_level_actors()
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deleted = []
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for a in actors:
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if a.get_actor_label() == "${name}":
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a.destroy_actor()
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deleted.append("${name}")
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print(json.dumps({"success": len(deleted) > 0, "deleted": deleted}))`;
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}
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case 'find_actors_by_name': {
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const pattern = params.pattern || params.name || '';
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return `import unreal, json
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actors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_all_level_actors()
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found = []
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for a in actors:
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label = a.get_actor_label()
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if "${pattern}".lower() in label.lower():
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loc = a.get_actor_location()
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found.append({"name": label, "class": a.get_class().get_name(), "location": [loc.x, loc.y, loc.z]})
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print(json.dumps({"success": True, "actors": found, "count": len(found)}))`;
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}
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case 'set_actor_transform': {
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const name = params.actor_name || params.name || '';
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const loc = params.location || '';
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const rot = params.rotation || '';
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const scale = params.scale || '';
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return `import unreal, json
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actors = unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_all_level_actors()
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target = None
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for a in actors:
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if a.get_actor_label() == "${name}":
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target = a
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break
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if target:
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${loc ? `target.set_actor_location(unreal.Vector(${loc}), False, False)` : '# no location change'}
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${rot ? `target.set_actor_rotation(unreal.Rotator(${rot}), False, False)` : '# no rotation change'}
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${scale ? `target.set_actor_scale3d(unreal.Vector(${scale}))` : '# no scale change'}
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print(json.dumps({"success": True, "actor": "${name}"}))
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else:
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print(json.dumps({"success": False, "error": "Actor '${name}' not found"}))`;
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}
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case 'create_blueprint': {
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const name = params.name || 'NewBlueprint';
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const parentClass = params.parent_class || 'Actor';
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const path = params.path || '/Game/Blueprints';
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return `import unreal, json
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factory = unreal.BlueprintFactory()
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factory.set_editor_property("parent_class", unreal.${parentClass})
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asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
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bp = asset_tools.create_asset("${name}", "${path}", unreal.Blueprint, factory)
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if bp:
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print(json.dumps({"success": True, "name": "${name}", "path": "${path}/${name}"}))
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else:
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print(json.dumps({"success": False, "error": "Failed to create blueprint"}))`;
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}
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case 'create_material': {
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const name = params.name || 'NewMaterial';
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const path = params.path || '/Game/Materials';
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return `import unreal, json
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factory = unreal.MaterialFactoryNew()
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asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
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mat = asset_tools.create_asset("${name}", "${path}", unreal.Material, factory)
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if mat:
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print(json.dumps({"success": True, "name": "${name}", "path": "${path}/${name}"}))
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else:
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print(json.dumps({"success": False, "error": "Failed to create material"}))`;
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}
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case 'get_all_scene_objects':
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return `import unreal, json
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subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
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actors = subsystem.get_all_level_actors()
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result = []
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for a in actors:
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loc = a.get_actor_location()
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result.append({"name": a.get_actor_label(), "class": a.get_class().get_name(), "location": [loc.x, loc.y, loc.z]})
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print(json.dumps(result))`;
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default:
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// Generic: pass tool name and params as JSON, let a generic handler try
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return `import unreal, json
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params = json.loads('${paramsJson.replace(/'/g, "\\'")}')
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print(json.dumps({"success": False, "error": "Tool '${toolName}' is not directly supported in no-plugin mode via CLI exec. Use 'createlex serve' with an AI tool for full 71-tool support."}))`;
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}
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}
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module.exports = {
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@@ -15,12 +15,18 @@ function request(method, path, body = null, options = {}) {
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const timeout = options.timeout || REQUEST_TIMEOUT;
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return new Promise((resolve, reject) => {
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const bodyStr = body ? JSON.stringify(body) : null;
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const headers = { 'Content-Type': 'application/json' };
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if (bodyStr) {
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headers['Content-Length'] = Buffer.byteLength(bodyStr);
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}
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const reqOptions = {
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hostname: host,
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port,
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path,
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method,
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headers
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headers,
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timeout
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};
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@@ -49,8 +55,8 @@ function request(method, path, body = null, options = {}) {
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}
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});
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if (
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req.write(
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if (bodyStr) {
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req.write(bodyStr);
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}
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req.end();
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@@ -184,7 +190,7 @@ async function executePythonScript(script, options = {}) {
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'ExecutePythonCommandEx',
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{
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PythonCommand: script,
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ExecutionMode: '
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ExecutionMode: 'ExecuteFile',
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FileExecutionScope: 'Public'
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},
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options
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