@uemcp/server 1.2.0 → 1.4.0
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 +244 -0
- package/dist/index.mjs +5779 -663
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -48,6 +48,83 @@ The MCP tool surface currently exposes:
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- `refresh_source_control_status`
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- `checkout_assets`
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- `get_source_control_job_status`
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51
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- `list_asset_factories`
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52
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- `create_asset`
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53
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- `duplicate_asset`
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54
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- `rename_asset`
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- `move_asset`
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- `delete_asset`
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- `save_asset`
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- `create_folder`
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- `get_asset_metadata`
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- `list_graph_nodes`
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61
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- `add_graph_node`
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62
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- `remove_graph_node`
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63
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- `connect_pins`
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- `disconnect_pins`
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65
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- `set_pin_default`
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66
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- `list_available_nodes`
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67
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- `set_viewport_camera`
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68
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- `focus_actors`
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69
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- `set_view_mode`
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70
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- `toggle_show_flags`
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- `high_res_screenshot`
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72
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- `duplicate_actor`
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- `attach_actor`
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- `add_actor_component`
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- `set_actor_tags`
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- `move_to_folder`
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- `place_asset`
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78
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- `replace_actors`
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79
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- `build_lighting`
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- `build_navigation`
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81
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- `build_hlod`
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82
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- `build_reflection_captures`
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83
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- `build_geometry`
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- `build_texture_streaming`
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- `build_virtual_textures`
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- `precompute_visibility`
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- `get_build_job_status`
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- `create_gameplay_tag`
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- `list_gameplay_tags`
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- `create_landscape`
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- `sculpt_landscape`
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- `paint_landscape_layer`
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- `run_geometry_script`
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- `list_data_layers`
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- `set_data_layer_state`
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- `load_wp_region`
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- `get_asset_property`
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- `set_asset_property`
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- `array_property_op`
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- `create_struct`
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- `create_enum`
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- `create_blueprint`
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- `add_bp_variable`
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- `add_bp_function`
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- `add_bp_event`
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- `add_bp_component`
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- `add_bp_interface`
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- `set_bp_default`
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- `batch_edit`
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- `import_asset`
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- `reimport_asset`
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- `set_import_settings`
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- `get_import_job_status`
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114
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- `create_blackboard`
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- `set_blackboard_keys`
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- `create_eqs_query`
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- `create_state_tree`
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- `add_state_tree_state`
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- `create_level_sequence`
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- `add_sequence_binding`
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- `add_sequence_track`
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- `add_sequence_keys`
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- `add_foliage_type`
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- `paint_foliage`
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- `create_sound_cue`
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- `create_metasound`
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- `set_metasound_graph`
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## Project Identity
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@@ -228,6 +305,173 @@ This is intended to let an MCP client resolve the canonical Unreal project ident
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- `rename_data_table_row` keeps the row's position and values, which an upsert-under-the-new-name plus a delete-of-the-old does not: that pair costs two transactions and moves the row to the end. It refuses a missing row (`row_not_found`) and a name already taken (`row_already_exists`), since renaming onto an existing row would discard that row's values. **Row names are how other assets address rows**, so a rename breaks any `FDataTableRowHandle` pointing at the old name — nothing fixes those up
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- Rename and delete both need referencer data, which is only trustworthy once the Asset Registry's initial gather has finished — mid-scan `GetReferencers` returns a short list that reads as "nothing depends on this". Both drive the scan to completion first (starting it when a headless editor never did), and report `asset_registry_scanning` only if it is still incomplete afterwards. On a large project that wait can be long enough to hit the bridge read timeout
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### `list_asset_factories` / `create_asset`
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- Everything in the Content Browser's Add menu is backed by a `UFactory`, so one discovery tool plus one creation tool cover the whole menu rather than a tool per asset type
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- `list_asset_factories` enumerates every factory that can create new assets (`CanCreateNew()` and `ShouldShowInNewMenu()`), reporting the factory class, the asset class it produces, its menu category, and the **required options** — the object or class properties a factory would otherwise pop a modal picker for. Filter with `nameFilter`; results page by `nextCursor`
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- `create_asset` goes through `IAssetTools::CreateAsset`, never the Content Browser's `CreateAssetWithDialog`, and never calls `UFactory::ConfigureProperties`. A modal window opened from a bridge request would block the editor with nobody to answer it
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- A factory that needs configuring is configured from `options` instead: each key is a reflected property on the factory (`ParentClass` for a Blueprint, for example) set on a **fresh factory instance**, never on the CDO. A factory whose required options were not supplied is refused with their names rather than producing something the caller did not ask for
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- The new asset is dirty and **unsaved** — compose with `save_asset`
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### `duplicate_asset` / `rename_asset` / `move_asset` / `delete_asset` / `save_asset` / `create_folder` / `get_asset_metadata`
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- File-level content management. `find_assets` locates assets and `get_asset_dependencies` describes them; these are what reorganize them
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- Rename and move both go through `IAssetTools::RenameAssets` rather than moving packages by hand: that is what fixes up referencers and leaves the redirector the engine expects, so existing hard references keep resolving
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- Writes are refused outside `/Game`. Engine and plugin content is not the project's to reorganize, and a rename there silently breaks every project sharing the engine install
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- `delete_asset` queries referencers first and refuses with their names rather than leaving them pointing at nothing; `force` deletes anyway. There is no transaction behind it — asset deletion is not undoable
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- `save_asset` saves without prompting (the prompting variants can open a modal). A package that was already clean reports `saved: false` as a **success**, not a no-op error
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- `create_folder` reports `state: 'exists'` rather than failing when the folder is already there, since that is the state the caller wanted. A content folder is an Asset Registry entry until something is saved into it, so an empty one does not survive an editor restart — the response says so
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- `get_asset_metadata` answers from the Asset Registry's `FAssetData` and **never loads the package**: class, package name and path, on-disk size, and the registry tag map — which carries a Blueprint's parent class, a texture's dimensions, a DataTable's row struct. `loaded` reports whether it happens to be in memory already; `false` is normal
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### `list_graph_nodes` / `add_graph_node` / `remove_graph_node` / `connect_pins` / `disconnect_pins` / `set_pin_default` / `list_available_nodes`
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- Blueprint graph authoring. `get_blueprint_graph` reads a graph; these write to one, and they work on any `UEdGraph` — an event graph or function, an Animation Blueprint AnimGraph, a Material graph
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- **Nodes are addressed by GUID, never by index.** A graph's node array reorders on every edit and recompile, so an index read a moment ago can name a different node by the time it is written back. `nodeId` from `list_graph_nodes` is what every other tool here takes. `list_graph_nodes` is the only read here, so it is the only one that takes `loadIfNeeded`; the write tools need the asset in memory regardless
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- `add_graph_node` builds the node through `FGraphNodeCreator`, so it allocates its own pins and gets the schema's default wiring. `kind` picks how it is addressed: `class` by node class, `function` by member name and parent class, `variable_get` / `variable_set` by variable. It returns the placed node **with its pins**, so the caller can wire it without a follow-up read
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- `connect_pins` asks the schema's `CanCreateConnection` before connecting, so an illegal wire comes back with **the schema's own refusal text** rather than a generic failure after the fact
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- `set_pin_default` refuses an output pin and a pin that is already connected — a connected pin takes its value from the wire, so a literal there would be stored and then ignored. The stored value is validated after the write and the previous literal restored if the schema rejects it
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- `list_available_nodes` answers from `FBlueprintActionDatabase` filtered by this graph's context, so what it lists is what the graph would actually accept rather than every node class the editor knows about
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- Every edit marks the Blueprint structurally modified and leaves it **dirty and uncompiled** — compose with `compile_blueprint` and `save_asset`
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### `set_viewport_camera` / `focus_actors` / `set_view_mode` / `toggle_show_flags` / `high_res_screenshot`
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- Level viewport control, all targeting the active level editing viewport — the one a human would be looking at
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- `set_viewport_camera` takes every field optionally, so a caller can change the rotation without restating a location it does not want moved. `orthoWidth` is only meaningful for an orthographic projection, and a perspective viewport reports it **absent** rather than as a zero that reads like a width
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- `focus_actors` frames the given actors in the active viewport only, so focusing does not yank every open viewport to the same place
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- `toggle_show_flags` reads each flag back after setting it rather than echoing the request: a flag the renderer forces cannot be turned off, and the caller should see that. A name that does not resolve comes back with **near matches** — the engine's flag names are CamelCase and easy to guess wrong
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- `high_res_screenshot` **queues** the capture for the next rendered frame, so the reported `filePath` is where the file will be, not proof that it is there. `includeUi` cannot be combined with a multiplier above 1: the high-resolution path renders the scene alone. `fileName` is a name and not a path — the capture always lands under the project’s `Saved/Screenshots`, and a separator or `..` in the name is refused rather than followed
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### `duplicate_actor` / `attach_actor` / `add_actor_component` / `set_actor_tags` / `move_to_folder` / `place_asset` / `replace_actors`
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- The level authoring surface beyond spawn and destroy. Each opens a single `FScopedTransaction` around the whole batch, so Ctrl+Z reverses the call as one Undo History step, and a per-item failure is reported in the result without aborting the rest
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- `attach_actor` with an empty `parentActorPath` **detaches**; the location, rotation and scale rules map onto `EAttachmentRule` so a caller gets the same choice the editor offers rather than one hard-coded behaviour
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- `place_asset` goes through the actor factory the engine picks for the asset, which is what turns a Static Mesh into an `AStaticMeshActor` and a Blueprint into an instance of its generated class
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- `replace_actors` preserves each actor's transform, label and attachment, which spawn-then-destroy does not
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- `dryRun: true` validates every entry and reports `state: 'validated'` without opening a transaction
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- Every one of these dirties the level **without saving** — compose with `save_dirty_packages`
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### `build_lighting` / `build_navigation` / `build_hlod` / `build_reflection_captures` / `build_geometry` / `build_texture_streaming` / `build_virtual_textures` / `precompute_visibility` / `get_build_job_status`
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- The editor's Build menu. A build runs for minutes to hours and blocks the game thread while it does, so none of these run inline: each returns `state: 'accepted'` with a `buildJobId`. Poll it with `get_build_job_status`, or wait with `wait_for_job` using `kind: 'build'`
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- One build at a time. A second request while one is running reports `state: 'busy'` with the running job's id rather than racing two builders over the same level's build data
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- **Failures are reported faithfully.** Lightmass and Swarm log the reason nothing was built and still return success, so the job captures the editor log for the duration and reports those errors verbatim — a failed build ends as `failed` with its own error text, never as succeeded-with-warnings
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- A build interrupted by the bridge shutting down reports `cancelled`, not a `running` state that never resolves
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- `build_hlod` takes an `hlodAction` because clusters and proxy meshes are separate passes in the editor and a caller usually wants one of them
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### `create_gameplay_tag` / `list_gameplay_tags`
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- Gameplay tags live in `.ini` files rather than in an asset, so declaring one is a config write
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- `create_gameplay_tag` goes through the GameplayTags editor module rather than writing the ini directly, which is what registers the tag with the running manager as well as persisting it — a hand-written ini would need an editor restart to take effect. It reports **which config file** the declaration landed in, so it can be put under source control
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- A tag that already exists reports `state: 'exists'` and writes nothing
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- `list_gameplay_tags` reports **declared** tags rather than every parent a declaration implies, so `Ability.Fire.Bolt` does not also list `Ability` and `Ability.Fire`. Filter with `prefix`; results page by `nextCursor`
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### `create_landscape` / `sculpt_landscape` / `paint_landscape_layer`
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- **Height and weight data never travels over the wire.** A 505×505 landscape is a quarter of a million samples, which no 64 KiB bridge frame can carry, so sculpting is either described procedurally (`flatten`, `ramp`, `noise`) or pointed at a heightmap file the editor host can already read
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- `create_landscape` reports the **vertex resolution**, which is the coordinate space the sculpt and paint regions are expressed in
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- Heights are world-space centimetres, so a caller can ask for a 20 m ramp without knowing about the landscape's raw `uint16` encoding or its 32768 midpoint
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- `heightmap_file` mode reads raw 16-bit little-endian data — what the landscape import dialog reads and what every terrain tool exports. A file whose size does not match the region is refused with both sizes rather than producing garbage terrain
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- `noise` takes a seed, so the same request twice produces the same terrain and a caller can raise the amplitude without the shape moving underneath them
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- `paint_landscape_layer` names the layers the landscape actually has when the requested one is missing, since a layer is only paintable once its material assigns it
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### `run_geometry_script`
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- Procedural mesh authoring: a box minus a cylinder in **one call**. Each operation carries its own primitive rather than referring to a mesh stack, so a boolean does not need three calls to set up
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- Built on the engine's own GeometryCore and DynamicMesh modules rather than on the Geometry Script plugin's Blueprint library — the same operations that plugin wraps — so it works whether or not that plugin is enabled
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- `output: 'static_mesh'` creates a `UStaticMesh` asset (dirty and unsaved, like every other asset write here); `output: 'dynamic_mesh_actor'` spawns an `ADynamicMeshActor` that lives in the level and in no asset. Supply `label` with a static mesh output to also place it
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- A boolean that produces a non-manifold result is reported as a **geometric failure with the operation index**, not swallowed: overlapping or open input geometry is the usual cause
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### `list_data_layers` / `set_data_layer_state` / `load_wp_region`
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- World Partition. On a partitioned map most actors are unloaded most of the time, which is why `list_actors` there answers about what is **in memory** rather than about what the level contains
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- `list_data_layers` reports `isWorldPartition`, so an empty list on an ordinary map reads as "there are none" rather than "none are loaded"
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- `set_data_layer_state` changes runtime state, editor loading and editor visibility independently, since they are three separate things in the editor. An editor-only data layer asked for a runtime state is refused rather than silently ignored
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- `load_wp_region` pins a bounding box into the editor through a loader adapter — the same mechanism the World Partition window uses when a human drags a loading region — and reports how many actors that brought into memory. The load is synchronous, so a box covering a large part of a big partitioned map blocks the editor while it runs: pin the area being worked on, not the whole world
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- Pins are held by the bridge and released on `unpin_all`, and every pin is released when the bridge shuts down, so a session cannot silently accumulate loaded actors nobody can name any more
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### `get_asset_property` / `set_asset_property` / `array_property_op`
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- The asset-side counterpart to `get_actor_details` / `set_actor_property`: reflected reads and writes against an asset on disk rather than an actor in a level
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- Values cross the wire as **ExportText**, the exact spelling the reader reports and the writer takes back, so a value read from one asset can be written straight into another without translation
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- `propertyPath` walks structs, array elements and object references (`Modifiers[1].Magnitude`), and an `FPostProcessSettings`-style field also sets its `bOverride_` sibling — a write that skipped it would report success and change nothing anyone can see
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- A Blueprint asset resolves to its **class defaults**, which is what the Class Defaults panel edits, rather than to the `UBlueprint` bookkeeping object that carries none of the user's properties
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- `array_property_op` exists because an array cannot be written as one exported string without knowing the whole array. It reports `elementCount` after the operation, and an out-of-range index is refused **before** the transaction opens so a rejected request leaves no undo entry behind
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- Every write leaves the package dirty rather than saving it, so a run of edits is one `save_asset`
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### `create_struct` / `create_enum`
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- User-defined types, authored through the engine's own `FStructureEditorUtils` / `FEnumEditorUtils` rather than by writing the asset — those utilities are what recompile every Blueprint that already referenced the type
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- Field and variable types share **one type grammar** with the Blueprint tools: a `kind`, an optional `container` (`array`, `set`, `map`) and a `subtype` naming what the kind points at. A kind that names something in the project without a subtype is refused, because UE would otherwise produce a wildcard pin
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- A fresh struct or enum arrives with one placeholder member so the asset is valid on disk; the requested members are added first and the placeholder removed afterwards, since neither utility will remove the last one
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- `rebuiltAssets` reports what the editor recompiled because the type changed underneath it — empty for a brand-new type, which has no dependents yet
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### `create_blueprint` / `add_bp_variable` / `add_bp_function` / `add_bp_event` / `add_bp_component` / `add_bp_interface` / `set_bp_default`
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- Blueprint **authoring**, the write side of `get_blueprint_summary` / `get_blueprint_graph`. Every call leaves the Blueprint compiled and its package dirty: an uncompiled Blueprint reports the old member list to every reader, which makes the next tool call wrong
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- `create_blueprint` reports the **generated class path** (`/Game/BP/BP_Foo.BP_Foo_C`), which is what `spawn_actor` and every class reference take — not the asset path
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- `add_bp_variable` carries replication: `rep_notify` also authors the `OnRep_` handler graph, because a `CPF_RepNotify` variable whose handler does not exist fails to compile
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- `add_bp_event` distinguishes `override` from `custom`. An override takes its signature from the parent, so declaring `inputs` on one is refused rather than silently discarded
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- Batched calls report **per entry**: one variable that fails to resolve its type does not abort the other thirty-one
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- `set_bp_default` writes the same reflected values `set_asset_property` does, against the generated class's CDO
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### `batch_edit`
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|
+
- The one level tool that is **all-or-nothing**. Every other batch reports per-item failures and keeps going; this one cancels its transaction on the first failure and leaves the level exactly as it was
|
|
420
|
+
- That is the point: ops address actors earlier ops created. A `spawn` binds a caller-supplied `handle`, and a later op addresses it as `handle:<name>` — a half-applied batch would leave the level in a state nobody described
|
|
421
|
+
- Ordered and heterogeneous: spawn, place, transform, set a property, attach, tag and destroy in one call, inside **one** `FScopedTransaction`, so a human presses Ctrl+Z once
|
|
422
|
+
- `handles` reports what each handle bound to, so the new actors are addressable afterwards. A rollback reports `failedIndex` and `failedError` and no handles, because none of them exist any more
|
|
423
|
+
- `dryRun` validates the shape of the batch only. An op addressing a handle can only be checked once the spawn that binds it has run, so anything further is a promise this call cannot keep
|
|
424
|
+
|
|
425
|
+
### `import_asset` / `reimport_asset` / `set_import_settings` / `get_import_job_status`
|
|
426
|
+
|
|
427
|
+
- Source asset import. An FBX of any real size runs far past the game thread budget, so both mutating requests return `state: 'accepted'` with an `importJobId`. Poll it with `get_import_job_status`, or wait with `wait_for_job` using `kind: 'import'`
|
|
428
|
+
- `pipeline: 'auto'` lets the editor route the file — **Interchange first, legacy factory where there is no translator**, which is the engine's own behaviour. `'interchange'` is refused up front for a file no translator claims, rather than quietly running the legacy factory instead; `'legacy_factory'` names the factory explicitly so Interchange cannot take over behind the caller's back
|
|
429
|
+
- Job results are **per source file**, and each one lists **every** asset it produced: a skeletal mesh import yields a mesh, a skeleton and a physics asset, and a caller that only heard about the mesh would leave the rest unreferenced
|
|
430
|
+
- `set_import_settings` stores a named preset. It is applied to the import factory that claims each source file, so a key that factory does not have is a **request error** rather than something dropped on the floor
|
|
431
|
+
- `get_import_job_status` is exposed as its own tool because the accept-then-poll shape needs somewhere to poll; it is not one of the tools the issues named, and it exists only to serve them
|
|
432
|
+
|
|
433
|
+
### `create_blackboard` / `set_blackboard_keys`
|
|
434
|
+
|
|
435
|
+
- Blackboard assets, the data half of a Behavior Tree
|
|
436
|
+
- An `object`, `class` or `enum` key **must** name its base type. Without it the key still appears in the editor and never matches anything at runtime, which is the failure these tools exist to prevent
|
|
437
|
+
- Inherited keys are counted and reported **separately** from local ones: a key that comes from the parent blackboard is not one this asset owns, and adding a local copy of it is exactly the mistake the split prevents
|
|
438
|
+
- `set_blackboard_keys` with `mode: 'replace'` drops the **local** keys only — an inherited key belongs to the parent asset and is not this request's to remove
|
|
439
|
+
|
|
440
|
+
### `create_eqs_query`
|
|
441
|
+
|
|
442
|
+
- Environment queries: one generator plus its tests, each with its own `purpose` (`filter`, `score`, or both), since a failing test either removes an item or merely scores it down
|
|
443
|
+
- Generator and test classes are resolved and their parameters written by reflection **before** the asset exists, so a typo leaves nothing behind in the content browser
|
|
444
|
+
- `eqsEnabled` reports whether the Environment Query editor is switched on. With it off the asset is still valid and still runs, but nothing in the editor will open it — reported rather than failed, and the response names where to turn it on (Editor Preferences → Experimental → AI → Environment Query Editor)
|
|
445
|
+
|
|
446
|
+
### `create_state_tree` / `add_state_tree_state`
|
|
447
|
+
|
|
448
|
+
- StateTree assets and their states. `supportedVersions` is reported on every answer, so an editor this plugin build cannot author StateTrees for says so instead of failing somewhere inside the compiler
|
|
449
|
+
- The schema decides which tasks and conditions the tree may hold at all, so an unresolvable one is refused before the asset exists
|
|
450
|
+
- Tasks and enter conditions are **script structs**, not classes, and are addressed as such; their parameters are written into the instanced struct's own memory by reflection
|
|
451
|
+
- `add_state_tree_state` compiles by default and reports `compiled` separately from the per-state results: a tree that was authored but not compiled reports `false` with no messages, which is a different thing from one that failed to compile
|
|
452
|
+
|
|
453
|
+
### `create_level_sequence` / `add_sequence_binding` / `add_sequence_track` / `add_sequence_keys`
|
|
454
|
+
|
|
455
|
+
- Sequencer authoring. **Every time on this surface is explicit**, because a sequence authored at the wrong rate is silently wrong rather than broken
|
|
456
|
+
- Frame rates cross the wire as the exact rationals Sequencer stores — 30000/1001 is not 29.97 — and `create_level_sequence` reports back both `displayRate` and `tickResolution`, since every frame number in `add_sequence_keys` resolves through them
|
|
457
|
+
- `add_sequence_keys` requires `timeUnit`: `'frames'` resolves through the display rate and `'seconds'` through the tick resolution. It reports `resolvedFrames`, which is the number that proves a seconds-based request converted correctly on a non-default rate
|
|
458
|
+
- A `possessable` binding names an actor in the level; a `spawnable` one needs a template, so it takes an actor to copy or a class to instance
|
|
459
|
+
- A `camera_cut` track belongs to the sequence itself; every other kind belongs to a binding, so `bindingId` is required for them. A `property` track is typed by the property it drives — bool, float and double properties are animatable, and anything else is refused rather than animated as the wrong type
|
|
460
|
+
|
|
461
|
+
### `add_foliage_type` / `paint_foliage`
|
|
462
|
+
|
|
463
|
+
- Foliage types and instance placement
|
|
464
|
+
- `mode: 'explicit'` places the transforms the caller supplies. `mode: 'region'` is a **rule the editor evaluates against the ground** — density over an area, traced downward, filtered by slope — which is the only shape that scales to the tens of thousands of instances a real pass produces
|
|
465
|
+
- A region takes a `randomSeed`, so the same call twice produces the same scatter and a painted region is reviewable rather than a one-off
|
|
466
|
+
- `attemptedCount`, `placedCount` and `skippedCount` are reported separately: a placement whose downward trace hit nothing, or hit ground outside the slope limits, is skipped rather than placed floating. `instanceCount` is the foliage actor's **total** for that type afterwards, so density can be checked against something absolute
|
|
467
|
+
|
|
468
|
+
### `create_sound_cue` / `create_metasound` / `set_metasound_graph`
|
|
469
|
+
|
|
470
|
+
- Audio authoring. Sound Cue nodes are addressed by **caller-supplied ids**, so connections can name nodes before the editor has created them
|
|
471
|
+
- `rootNodeId` must name one of the nodes in the same request, and a `wave_player` must name the wave it plays — both are refused up front rather than producing a cue that plays silence
|
|
472
|
+
- MetaSound documents are **never written directly**. The document format is versioned and migrated by the engine, so everything goes through `UMetaSoundBuilderSubsystem`, which is the only supported way to author one from code
|
|
473
|
+
- `set_metasound_graph` declares interface members, adds nodes by their registered class name and connects them. A connection whose data types do not match is reported with the builder's own refusal rather than left as a silently dead edge
|
|
474
|
+
|
|
231
475
|
## MCP Resources
|
|
232
476
|
|
|
233
477
|
Resources carry context a client can attach without spending a tool call and a model turn. Every one of them is served from in-memory state or the local filesystem: **a resource read never opens a bridge socket and never waits on the editor**, so an unreachable or absent editor produces a structured payload rather than a timeout.
|