@uemcp/server 1.12.1 → 1.13.0
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/README.md +2 -2
- package/dist/index.mjs +1 -1
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -705,7 +705,7 @@ This is intended to let an MCP client resolve the canonical Unreal project ident
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### `create_smart_object_definition` / `get_smart_object_definition` / `add_smart_object_component`
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- Backed by the SmartObjects engine plugin
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- Backed by the SmartObjects engine plugin through the `MCPBridgeSmartObjects` add-on (see [Add-ons](../../plugins/ue-plugin/README.md#add-ons)). Until that add-on is enabled, these tools are hidden
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- A definition is created with its slots in one call: offset and rotation relative to the owning actor, activity tags, an enabled flag and behavior definitions (instanced `USmartObjectBehaviorDefinition` subclasses configured through `params`). Activity tags must already be registered; a definition missing one is refused and nothing is left behind
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- Both the create and the read report `valid` and the engine's `validationMessages`. The Smart Object subsystem refuses to register a component whose definition fails validation, most often a slot with no behavior definition and no default, so `valid: false` means nothing can ever claim it
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- `add_smart_object_component` takes exactly one of `blueprintPath` (the Blueprint is recompiled) or `actorPath` (a placed actor in the editor level). An existing Smart Object component is pointed at the new definition rather than joined by a second, because an actor carrying two registers as two objects; `created` says which happened. A Blueprint that inherits one from its parent class is refused with `inherited_smart_object_component`, since that component belongs to the parent. The component registers with the subsystem when play begins
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@@ -716,7 +716,7 @@ This is intended to let an MCP client resolve the canonical Unreal project ident
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- `edit_mass_entity_config` applies `add`, `remove` and `set` edits in order and reports each one. Traits are named by class (`MassMovementTrait`, `MassLODCollectorTrait`, `MassVisualizationTrait`, `MassStateTreeTrait`, or a `/Script/Module.Class` path), and properties are `{ propertyPath, value }` pairs in exported-text form, the same shape `set_asset_property` takes. Only the config's own traits are edited, never a parent's. A new trait whose properties are rejected is taken back out
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- `get_mass_entity_config` reads the parent and each own trait with its editable properties as exported text, trimmed by encoded size with `truncated` set
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- `validate_mass_entity_config` builds the entity template in the editor world, the way the asset editor's Validate button does, and returns the engine's own error and warning lines verbatim in `messages`
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- Backed by the `MassGameplay`
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- Backed by the `MassGameplay` engine plugin through the `MCPBridgeMass` add-on (see [Add-ons](../../plugins/ue-plugin/README.md#add-ons)). Until that add-on is enabled, these tools are hidden. `MassAI` is optional: without it, its traits (`MassStateTreeTrait` and the navigation ones) do not resolve and the tools say so. Validation returns `state: 'unsupported'` with a reason when the editor world has no Mass entity subsystem (`mass.RuntimeSubsystemsEnabled` off)
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### `diagnose_navmesh`
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package/dist/index.mjs
CHANGED
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@@ -11613,7 +11613,7 @@ function createBridgeValidateMassEntityConfigRequest(assetPath, requestId = rand
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}
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//#endregion
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//#region src/version.ts
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-
const SERVER_VERSION = "1.
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const SERVER_VERSION = "1.13.0";
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//#endregion
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//#region src/bridgeSocketClient.ts
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var BridgeSocketError = class extends Error {
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