blueprint-extractor-mcp 6.0.7 → 6.1.0

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package/README.md CHANGED
@@ -23,9 +23,10 @@ Blueprint Extractor MCP is a [Model Context Protocol](https://modelcontextprotoc
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  AI Assistant stdio MCP Server HTTP :30010 Unreal Editor
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  ───────────── ◄────────────► ───────────────── ◄──────────────────► ─────────────────
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  Claude Code Node.js process Remote Control API
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- Codex 95 tools BlueprintExtractor
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- ... 4 resource templates plugin
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- 8 prompts
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+ Codex 106 tools BlueprintExtractor
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+ ... 38 resources plugin
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+ 4 resource templates
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+ 12 prompts
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  ```
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  **What the assistant can do through this server:**
@@ -69,7 +70,7 @@ Connects to the editor at `127.0.0.1:30010` by default.
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  ```bash
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  claude mcp add -s user -t stdio blueprint-extractor \
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  -e UE_REMOTE_CONTROL_PORT=30010 \
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- -- npx -y blueprint-extractor-mcp@6.0.6
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+ -- npx -y blueprint-extractor-mcp@6.1.0
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  ```
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  </td></tr>
@@ -78,7 +79,7 @@ claude mcp add -s user -t stdio blueprint-extractor \
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  ```bash
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  codex mcp add --env UE_REMOTE_CONTROL_PORT=30010 \
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- blueprint-extractor -- npx -y blueprint-extractor-mcp@6.0.6
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+ blueprint-extractor -- npx -y blueprint-extractor-mcp@6.1.0
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  ```
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  </td></tr>
@@ -90,20 +91,25 @@ codex mcp add --env UE_REMOTE_CONTROL_PORT=30010 \
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  ## Tool Surface
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- Only **~13 core tools** are visible by default to keep the context window lean. Specialized families are loaded on demand via `activate_workflow_scope`.
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-
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- | Scope | Tools | What It Unlocks |
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- |:------|------:|:----------------|
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- | **Core** *(always on)* | ~13 | `extract_asset` `search_assets` `save_assets` `get_tool_help` `find_and_extract` |
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- | `widget_authoring` | 25 | Widget tree ops, compile, CommonUI button styles, widget animations, visual captures |
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- | `material_authoring` | 5 | `create_material` `modify_material` `material_graph_operation` + instances |
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- | `blueprint_authoring` | 4 | Blueprint members, graphs, `trigger_live_coding` |
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- | `schema_ai_authoring` | 11 | Structs, enums, Blackboards, Behavior Trees, State Trees |
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- | `animation_authoring` | 7 | Anim sequences, montages, blend spaces, widget motion |
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- | `data_tables` | 7 | Data assets, data tables, curves, Enhanced Input actions & mappings |
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- | `import` | 3 | `import_assets` with texture/mesh options, job polling |
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- | `automation_testing` | 7 | `run_automation_tests`, run inspection, project automation context, PIE lifecycle control |
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- | `verification` | 9 | Widget captures, editor/runtime screenshots, motion checkpoint bundles, reference comparisons |
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+ Only the compact core surface is visible by default to keep the context window lean. Specialized families are loaded on demand via `activate_workflow_scope`.
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+
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+ | Scope | What It Unlocks |
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+ |:------|:----------------|
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+ | **Core** *(always on)* | Search, extraction, list/save/help, editor-session binding, and project-control entry points such as `extract_asset`, `search_assets`, `save_assets`, `get_tool_help`, and `activate_workflow_scope` |
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+ | `widget_authoring` | Parent scope that loads `widget_authoring_structure`, `widget_authoring_visual`, and `widget_verification` together |
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+ | `widget_authoring_structure` | Widget tree structure, hierarchy edits, wrapping, moving, replacement, and batch operations |
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+ | `widget_authoring_visual` | Widget compile flows, CommonUI styles, widget animations, and widget preview capture |
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+ | `widget_verification` | Widget capture, checkpoint bundles, capture listing, cleanup, and reference comparison |
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+ | `material_authoring` | Material creation, `material_graph_operation`, compile, and material-instance edits |
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+ | `blueprint_authoring` | Blueprint creation, member edits, graph edits, and Live Coding trigger |
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+ | `schema_ai_authoring` | Structs, enums, Blackboards, Behavior Trees, and State Trees |
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+ | `animation_authoring` | Anim sequences, montages, blend spaces, and widget motion authoring |
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+ | `data_tables` | Data assets, data tables, curves, Input Actions, and Input Mapping Contexts |
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+ | `import` | Async asset import and import-job polling |
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+ | `automation_testing` | Host-side automation runs, coarse project automation context, and PIE lifecycle control |
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+ | `analysis` | Deterministic Blueprint review and low-noise project asset audits |
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+ | `project_intelligence` | Bounded editor context, project indexing, freshness status, and snippet-first context search |
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+ | `verification` | Editor/runtime screenshots, capture comparison, motion verification, and artifact inspection |
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  ### Contract Design
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@@ -133,7 +139,9 @@ See [../docs/CURRENT_STATUS.md](../docs/CURRENT_STATUS.md) for the current valid
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  | `UE_BUILD_PLATFORM` | &mdash; | e.g. `Win64` |
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  | `UE_BUILD_CONFIGURATION` | &mdash; | e.g. `Development` |
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- `get_project_automation_context` surfaces the editor-derived `engineRoot`, `projectFilePath`, `editorTarget`, and `isPlayingInEditor` state that project-control and verification flows use for fallback or guard logic.
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+ `get_project_automation_context` surfaces the coarse editor-derived `engineRoot`, `projectFilePath`, `editorTarget`, and `isPlayingInEditor` state that project-control and verification flows use for fallback or guard logic.
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+
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+ `get_editor_context` is the separate read-only editor-state snapshot for selection, open asset editors, active level, and PIE summary. It stays session-bound and intentionally does not open assets, change focus, or switch viewports.
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  <br>
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@@ -162,6 +170,10 @@ blueprint://test-runs/{run_id}/{artifact} Automation test artifacts
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  | `plan_widget_motion_verification` | Keyframe-bundle verification planning |
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  | `wire_hud_widget_classes` | Class-default wiring for HUD assets |
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  | `debug_widget_compile_errors` | Diagnosing and recovering from compile failures |
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+ | `understand_blueprint_project` | Building a project-understanding pass over indexed assets, docs, prompts, and resources |
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+ | `review_blueprint_asset` | Running a deterministic read-only Blueprint review flow |
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+ | `snapshot_editor_context` | Inspecting bounded editor state without changing editor focus |
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+ | `audit_blueprint_project` | Running a low-noise project asset audit |
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  <br>
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@@ -1,4 +1,5 @@
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  import type { ActiveEditorState, EditorInstanceSnapshot } from './editor-instance-types.js';
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+ import type { EditorContextSnapshot } from './tool-context.js';
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  type ActiveEditorSessionOptions = {
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  cwd?: string;
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  env?: NodeJS.ProcessEnv;
@@ -44,6 +45,7 @@ export declare class ActiveEditorSession {
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  }): Promise<EditorInstanceSnapshot | undefined>;
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  getBoundSnapshot(): EditorInstanceSnapshot | undefined;
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  getWorkspaceProjectPath(): Promise<string | undefined>;
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+ getEditorContext(): Promise<EditorContextSnapshot>;
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  private ensureActiveEditor;
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  private resolveCurrentEditorForConnection;
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  private bindFromExplicitPins;
@@ -30,6 +30,12 @@ function buildActiveEditorDriftMessage(snapshot) {
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  + `${snapshot.remoteControlHost}:${snapshot.remoteControlPort}. The session has been returned to an unbound state. `
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  + 'Call list_running_editors and select_editor to continue.';
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  }
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+ function toStringArray(value) {
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+ if (!Array.isArray(value)) {
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+ return [];
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+ }
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+ return value.filter((entry) => typeof entry === 'string' && entry.length > 0);
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+ }
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  export class ActiveEditorSession {
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  cwd;
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  env;
@@ -222,6 +228,48 @@ export class ActiveEditorSession {
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  const resolution = await this.workspaceProjectPromise;
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  return resolution.projectPath;
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  }
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+ async getEditorContext() {
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+ const raw = await this.callSubsystem('GetEditorContext', {});
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+ const parsed = JSON.parse(raw);
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+ if (typeof parsed.error === 'string' && parsed.error.length > 0) {
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+ throw new Error(parsed.error);
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+ }
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+ const instanceId = typeof parsed.instanceId === 'string' ? parsed.instanceId : undefined;
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+ const projectFilePath = typeof parsed.projectFilePath === 'string' ? parsed.projectFilePath : undefined;
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+ if (!instanceId || !projectFilePath) {
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+ throw new Error('GetEditorContext did not return instanceId and projectFilePath.');
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+ }
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+ const pieSummary = typeof parsed.pieSummary === 'object' && parsed.pieSummary !== null
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+ ? parsed.pieSummary
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+ : undefined;
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+ return {
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+ success: typeof parsed.success === 'boolean' ? parsed.success : true,
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+ operation: typeof parsed.operation === 'string' ? parsed.operation : 'get_editor_context',
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+ instanceId,
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+ projectName: typeof parsed.projectName === 'string' ? parsed.projectName : undefined,
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+ projectFilePath,
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+ projectDir: typeof parsed.projectDir === 'string' ? parsed.projectDir : undefined,
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+ engineRoot: typeof parsed.engineRoot === 'string' ? parsed.engineRoot : undefined,
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+ editorTarget: typeof parsed.editorTarget === 'string' ? parsed.editorTarget : undefined,
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+ remoteControlHost: typeof parsed.remoteControlHost === 'string' ? parsed.remoteControlHost : this.activeEditorSnapshot?.remoteControlHost ?? '127.0.0.1',
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+ remoteControlPort: typeof parsed.remoteControlPort === 'number'
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+ ? parsed.remoteControlPort
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+ : this.activeEditorSnapshot?.remoteControlPort ?? 30010,
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+ lastSeenAt: typeof parsed.lastSeenAt === 'string' ? parsed.lastSeenAt : undefined,
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+ selectedAssetPaths: toStringArray(parsed.selectedAssetPaths),
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+ selectedActorNames: toStringArray(parsed.selectedActorNames),
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+ openAssetEditors: toStringArray(parsed.openAssetEditors),
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+ activeLevel: typeof parsed.activeLevel === 'string' ? parsed.activeLevel : undefined,
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+ pieSummary: pieSummary ? {
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+ isPlayingInEditor: typeof pieSummary.isPlayingInEditor === 'boolean' ? pieSummary.isPlayingInEditor : undefined,
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+ isSimulatingInEditor: typeof pieSummary.isSimulatingInEditor === 'boolean' ? pieSummary.isSimulatingInEditor : undefined,
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+ worldName: typeof pieSummary.worldName === 'string' ? pieSummary.worldName : undefined,
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+ worldPath: typeof pieSummary.worldPath === 'string' ? pieSummary.worldPath : undefined,
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+ } : undefined,
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+ partial: typeof parsed.partial === 'boolean' ? parsed.partial : undefined,
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+ unsupportedSections: toStringArray(parsed.unsupportedSections),
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+ };
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+ }
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  async ensureActiveEditor() {
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  const validation = await this.validateActiveSelection();
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  if (validation.healthy && this.activeEditorSnapshot) {
@@ -667,4 +667,48 @@ export const exampleCatalog = {
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  },
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  ],
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  },
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+ blueprint_review: {
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+ summary: 'Run deterministic review first, then inspect the cited graph/variable evidence before planning any fix.',
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+ recommended_flow: [
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+ 'review_blueprint',
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+ 'extract_blueprint',
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+ ],
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+ examples: [
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+ {
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+ title: 'review_gameplay_blueprint',
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+ tool: 'review_blueprint',
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+ arguments: {
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+ asset_path: '/Game/Blueprints/BP_PlayerCharacter',
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+ },
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+ },
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+ ],
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+ },
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+ project_intelligence: {
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+ summary: 'Warm the project index, search published context and asset metadata, snapshot bounded editor state when needed, then audit the relevant package scope.',
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+ recommended_flow: [
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+ 'refresh_project_index',
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+ 'get_project_index_status',
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+ 'search_project_context',
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+ 'get_editor_context',
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+ 'audit_project_assets',
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+ ],
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+ examples: [
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+ {
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+ title: 'search_replication_context',
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+ tool: 'search_project_context',
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+ arguments: {
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+ query: 'replication authority review',
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+ page: 1,
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+ per_page: 5,
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+ },
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+ },
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+ {
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+ title: 'audit_ui_assets',
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+ tool: 'audit_project_assets',
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+ arguments: {
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+ package_path: '/Game/UI',
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+ },
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+ },
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+ ],
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+ },
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  };
@@ -1,11 +1,16 @@
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  /**
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- * CommandletAdapter spawns UnrealEditor-Cmd.exe with -run=blueprintextractor
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+ * CommandletAdapter spawns the platform-appropriate UnrealEditor-Cmd binary with -run=blueprintextractor
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  * and communicates via stdin/stdout JSON-RPC.
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  */
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+ import { spawn } from 'child_process';
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  import type { ExecutionAdapter, ToolCapability } from '../execution-adapter.js';
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  export interface CommandletAdapterOptions {
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  engineRoot: string;
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  projectPath: string;
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+ platform?: NodeJS.Platform;
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+ spawnProcess?: typeof spawn;
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+ startupTimeoutMs?: number;
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+ requestTimeoutMs?: number;
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  }
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  export declare class CommandletAdapter implements ExecutionAdapter {
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  private options;
@@ -13,6 +18,10 @@ export declare class CommandletAdapter implements ExecutionAdapter {
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  private requestId;
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  private pendingRequests;
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  private buffer;
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+ private readonly spawnProcess;
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+ private readonly platform;
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+ private readonly startupTimeoutMs;
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+ private readonly requestTimeoutMs;
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  constructor(options: CommandletAdapterOptions);
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  initialize(): Promise<void>;
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  execute(_subsystem: string, method: string, params: Record<string, unknown>): Promise<Record<string, unknown>>;
@@ -1,9 +1,10 @@
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  /**
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- * CommandletAdapter spawns UnrealEditor-Cmd.exe with -run=blueprintextractor
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+ * CommandletAdapter spawns the platform-appropriate UnrealEditor-Cmd binary with -run=blueprintextractor
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  * and communicates via stdin/stdout JSON-RPC.
4
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  */
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  import { spawn } from 'child_process';
6
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  import { COMMANDLET_CAPABILITIES } from '../execution-adapter.js';
7
+ import { resolveEditorExecutable } from '../../project-controller.js';
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  const STARTUP_TIMEOUT_MS = 30_000;
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  const REQUEST_TIMEOUT_MS = 60_000;
9
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  export class CommandletAdapter {
@@ -12,14 +13,22 @@ export class CommandletAdapter {
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  requestId = 0;
13
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  pendingRequests = new Map();
14
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  buffer = '';
16
+ spawnProcess;
17
+ platform;
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+ startupTimeoutMs;
19
+ requestTimeoutMs;
15
20
  constructor(options) {
16
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  this.options = options;
22
+ this.spawnProcess = options.spawnProcess ?? spawn;
23
+ this.platform = options.platform ?? process.platform;
24
+ this.startupTimeoutMs = options.startupTimeoutMs ?? STARTUP_TIMEOUT_MS;
25
+ this.requestTimeoutMs = options.requestTimeoutMs ?? REQUEST_TIMEOUT_MS;
17
26
  }
18
27
  async initialize() {
19
28
  if (this.process)
20
29
  return;
21
- const editorCmd = `${this.options.engineRoot}/Binaries/Win64/UnrealEditor-Cmd.exe`;
22
- this.process = spawn(editorCmd, [
30
+ const editorCmd = await resolveEditorExecutable(this.options.engineRoot, this.platform, 'commandlet');
31
+ this.process = this.spawnProcess(editorCmd, [
23
32
  this.options.projectPath,
24
33
  '-run=blueprintextractor',
25
34
  '-stdin',
@@ -45,8 +54,8 @@ export class CommandletAdapter {
45
54
  // Wait for startup
46
55
  await new Promise((resolve, reject) => {
47
56
  const timer = setTimeout(() => {
48
- reject(new Error(`Commandlet startup timed out after ${STARTUP_TIMEOUT_MS}ms`));
49
- }, STARTUP_TIMEOUT_MS);
57
+ reject(new Error(`Commandlet startup timed out after ${this.startupTimeoutMs}ms`));
58
+ }, this.startupTimeoutMs);
50
59
  const onData = () => {
51
60
  clearTimeout(timer);
52
61
  this.process?.stdout?.off('data', onData);
@@ -69,8 +78,8 @@ export class CommandletAdapter {
69
78
  return new Promise((resolve, reject) => {
70
79
  const timer = setTimeout(() => {
71
80
  this.pendingRequests.delete(id);
72
- reject(new Error(`Commandlet request timed out after ${REQUEST_TIMEOUT_MS}ms`));
73
- }, REQUEST_TIMEOUT_MS);
81
+ reject(new Error(`Commandlet request timed out after ${this.requestTimeoutMs}ms`));
82
+ }, this.requestTimeoutMs);
74
83
  this.pendingRequests.set(id, { resolve, reject, timer });
75
84
  this.process.stdin.write(request + '\n');
76
85
  });
@@ -173,7 +173,7 @@ export const NEXT_STEP_HINTS_REGISTRY = new Map([
173
173
  'Use get_tool_help for detailed usage of newly available tools.',
174
174
  ],
175
175
  on_error: [
176
- 'Check available scope names: widget_authoring, material_authoring, blueprint_authoring, schema_ai_authoring, animation_authoring, data_tables, import, automation_testing, verification.',
176
+ 'Check available scope names: widget_authoring, material_authoring, blueprint_authoring, schema_ai_authoring, animation_authoring, data_tables, import, automation_testing, verification, analysis, project_intelligence.',
177
177
  ],
178
178
  }],
179
179
  ['find_and_extract', {
@@ -16,9 +16,11 @@ type ResolveProjectInputsDeps = {
16
16
  firstDefinedString(...values: Array<unknown>): string | undefined;
17
17
  env?: NodeJS.ProcessEnv;
18
18
  workspaceProjectPath?: string;
19
+ platform?: NodeJS.Platform;
19
20
  };
20
21
  export declare function rememberExternalBuild(result: CompileProjectCodeResult): Record<string, unknown>;
21
22
  export declare function getProjectAutomationContext(deps: GetProjectAutomationContextDeps): Promise<ProjectAutomationContext>;
23
+ export declare function getHeuristicEngineCandidates(platform?: NodeJS.Platform): string[];
22
24
  export declare const HEURISTIC_ENGINE_CANDIDATES: string[];
23
25
  export declare function resolveProjectInputs(request: ProjectInputsRequest, deps: ResolveProjectInputsDeps): Promise<ResolvedProjectInputs>;
24
26
  export {};
@@ -31,46 +31,85 @@ export async function getProjectAutomationContext(deps) {
31
31
  setCachedContext(nextContext);
32
32
  return nextContext;
33
33
  }
34
- let cachedHeuristicEngineRoot;
35
- export const HEURISTIC_ENGINE_CANDIDATES = [
36
- 'C:/Program Files/Epic Games/UE_5.7',
37
- 'C:/Program Files/Epic Games/UE_5.6',
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- 'C:/Program Files/Epic Games/UE_5.5',
39
- 'C:/Program Files/Epic Games/UE_5.4',
40
- 'C:/Program Files/Epic Games/UE_5.3',
41
- ];
42
- const ENGINE_MARKER = 'Engine/Build/BatchFiles/Build.bat';
43
- async function probeEngineRootHeuristic() {
44
- if (cachedHeuristicEngineRoot !== undefined) {
45
- return cachedHeuristicEngineRoot || undefined;
34
+ const cachedHeuristicEngineRoots = new Map();
35
+ export function getHeuristicEngineCandidates(platform = process.platform) {
36
+ if (platform === 'win32') {
37
+ return [
38
+ 'C:/Program Files/Epic Games/UE_5.7',
39
+ 'C:/Program Files/Epic Games/UE_5.6',
40
+ 'C:/Program Files/Epic Games/UE_5.5',
41
+ 'C:/Program Files/Epic Games/UE_5.4',
42
+ 'C:/Program Files/Epic Games/UE_5.3',
43
+ ];
46
44
  }
47
- for (const candidate of HEURISTIC_ENGINE_CANDIDATES) {
45
+ if (platform === 'darwin') {
46
+ return [
47
+ '/Users/Shared/Epic Games/UE_5.7',
48
+ '/Users/Shared/Epic Games/UE_5.6',
49
+ '/Users/Shared/Epic Games/UE_5.5',
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+ '/Users/Shared/Epic Games/UE_5.4',
51
+ '/Users/Shared/Epic Games/UE_5.3',
52
+ '/Users/Shared/EpicGames/UE_5.7',
53
+ '/Users/Shared/EpicGames/UE_5.6',
54
+ '/Users/Shared/EpicGames/UE_5.5',
55
+ '/Users/Shared/EpicGames/UE_5.4',
56
+ '/Users/Shared/EpicGames/UE_5.3',
57
+ ];
58
+ }
59
+ return [];
60
+ }
61
+ export const HEURISTIC_ENGINE_CANDIDATES = getHeuristicEngineCandidates();
62
+ function getEngineMarkers(platform) {
63
+ if (platform === 'win32') {
64
+ return ['Engine/Build/BatchFiles/Build.bat'];
65
+ }
66
+ if (platform === 'darwin') {
67
+ return [
68
+ 'Engine/Build/BatchFiles/Mac/Build.sh',
69
+ 'Engine/Build/BatchFiles/Build.sh',
70
+ ];
71
+ }
72
+ return [
73
+ 'Engine/Build/BatchFiles/Linux/Build.sh',
74
+ 'Engine/Build/BatchFiles/Build.sh',
75
+ ];
76
+ }
77
+ async function accessFirstMatchingMarker(root, markers) {
78
+ for (const marker of markers) {
48
79
  try {
49
- await access(resolve(candidate, ENGINE_MARKER), fsConstants.F_OK);
50
- cachedHeuristicEngineRoot = candidate;
51
- return candidate;
80
+ await access(resolve(root, marker), fsConstants.F_OK);
81
+ return true;
52
82
  }
53
83
  catch {
54
- // not found, try next
84
+ // try the next marker
85
+ }
86
+ }
87
+ return false;
88
+ }
89
+ async function probeEngineRootHeuristic(platform) {
90
+ if (cachedHeuristicEngineRoots.has(platform)) {
91
+ return cachedHeuristicEngineRoots.get(platform) || undefined;
92
+ }
93
+ for (const candidate of getHeuristicEngineCandidates(platform)) {
94
+ if (await accessFirstMatchingMarker(candidate, getEngineMarkers(platform))) {
95
+ cachedHeuristicEngineRoots.set(platform, candidate);
96
+ return candidate;
55
97
  }
56
98
  }
57
- cachedHeuristicEngineRoot = '';
99
+ cachedHeuristicEngineRoots.set(platform, '');
58
100
  return undefined;
59
101
  }
60
- async function probePreferredEngineRoot(candidates) {
102
+ async function probePreferredEngineRoot(candidates, platform) {
103
+ const markers = getEngineMarkers(platform);
61
104
  for (const candidate of candidates) {
62
- try {
63
- await access(resolve(candidate, ENGINE_MARKER), fsConstants.F_OK);
105
+ if (await accessFirstMatchingMarker(candidate, markers)) {
64
106
  return candidate;
65
107
  }
66
- catch {
67
- // try next candidate
68
- }
69
108
  }
70
109
  return undefined;
71
110
  }
72
111
  export async function resolveProjectInputs(request, deps) {
73
- const { getProjectAutomationContext, firstDefinedString, env = process.env, workspaceProjectPath, } = deps;
112
+ const { getProjectAutomationContext, firstDefinedString, env = process.env, workspaceProjectPath, platform = process.platform, } = deps;
74
113
  let context = null;
75
114
  let contextError;
76
115
  if (!request.engine_root || !request.project_path || !request.target) {
@@ -94,7 +133,7 @@ export async function resolveProjectInputs(request, deps) {
94
133
  const projectPath = firstDefinedString(request.project_path, projectPathFromContext, projectPathFromWorkspace, projectPathFromEnv);
95
134
  const target = firstDefinedString(request.target, targetFromContext, targetFromWorkspace, targetFromEnv);
96
135
  const engineAssociation = projectPath ? await readProjectEngineAssociation(projectPath) : undefined;
97
- const associationCandidates = buildEngineAssociationCandidates(engineAssociation);
136
+ const associationCandidates = buildEngineAssociationCandidates(engineAssociation, platform);
98
137
  let engineRoot = firstDefinedString(request.engine_root, engineRootFromContext, engineRootFromEnv);
99
138
  let engineRootSource;
100
139
  if (request.engine_root) {
@@ -107,8 +146,8 @@ export async function resolveProjectInputs(request, deps) {
107
146
  engineRootSource = 'environment';
108
147
  }
109
148
  else {
110
- const preferredCandidate = await probePreferredEngineRoot(associationCandidates);
111
- const heuristicRoot = preferredCandidate ?? await probeEngineRootHeuristic();
149
+ const preferredCandidate = await probePreferredEngineRoot(associationCandidates, platform);
150
+ const heuristicRoot = preferredCandidate ?? await probeEngineRootHeuristic(platform);
112
151
  if (heuristicRoot) {
113
152
  engineRoot = heuristicRoot;
114
153
  engineRootSource = 'filesystem_heuristic';
@@ -178,6 +178,18 @@ export function collectRelatedResources(toolName) {
178
178
  || toolName === 'relaunch_pie') {
179
179
  resources.add('blueprint://project-automation');
180
180
  }
181
+ if (toolName === 'review_blueprint' || toolName === 'audit_project_assets') {
182
+ resources.add('blueprint://analysis-workflows');
183
+ }
184
+ if (toolName === 'refresh_project_index'
185
+ || toolName === 'get_project_index_status'
186
+ || toolName === 'search_project_context'
187
+ || toolName === 'get_editor_context') {
188
+ resources.add('blueprint://project-intelligence-workflows');
189
+ }
190
+ if (toolName === 'get_editor_context') {
191
+ resources.add('blueprint://project-automation');
192
+ }
181
193
  if (toolName.includes('animation')
182
194
  || toolName.includes('motion')
183
195
  || toolName === 'compare_motion_capture_bundle') {
@@ -7,4 +7,4 @@ export declare function normalizeFilesystemPath(input: string | undefined): stri
7
7
  export declare function filesystemPathsEqual(left: string | undefined, right: string | undefined): boolean;
8
8
  export declare function findNearestWorkspaceProject(startDir?: string): Promise<WorkspaceProjectResolution>;
9
9
  export declare function readProjectEngineAssociation(projectPath: string): Promise<string | undefined>;
10
- export declare function buildEngineAssociationCandidates(engineAssociation: string | undefined): string[];
10
+ export declare function buildEngineAssociationCandidates(engineAssociation: string | undefined, platform?: NodeJS.Platform): string[];
@@ -1,13 +1,22 @@
1
1
  import { readFile, readdir } from 'node:fs/promises';
2
2
  import path from 'node:path';
3
+ const WINDOWS_DRIVE_PATH = /^[A-Za-z]:[\\/]/;
4
+ const WINDOWS_UNC_PATH = /^(?:\\\\|\/\/)[^\\/]+[\\/][^\\/]+/;
5
+ function isWindowsStylePath(input) {
6
+ return WINDOWS_DRIVE_PATH.test(input) || WINDOWS_UNC_PATH.test(input);
7
+ }
3
8
  export function normalizeFilesystemPath(input) {
4
9
  if (!input) {
5
10
  return undefined;
6
11
  }
7
- const normalized = path.normalize(input);
8
- return process.platform === 'win32'
9
- ? normalized.toLowerCase()
10
- : normalized;
12
+ const trimmed = input.trim();
13
+ if (!trimmed) {
14
+ return undefined;
15
+ }
16
+ if (isWindowsStylePath(trimmed)) {
17
+ return path.win32.normalize(trimmed).replaceAll('\\', '/').toLowerCase();
18
+ }
19
+ return path.posix.normalize(trimmed);
11
20
  }
12
21
  export function filesystemPathsEqual(left, right) {
13
22
  const normalizedLeft = normalizeFilesystemPath(left);
@@ -58,7 +67,7 @@ export async function readProjectEngineAssociation(projectPath) {
58
67
  return undefined;
59
68
  }
60
69
  }
61
- export function buildEngineAssociationCandidates(engineAssociation) {
70
+ export function buildEngineAssociationCandidates(engineAssociation, platform = process.platform) {
62
71
  if (!engineAssociation) {
63
72
  return [];
64
73
  }
@@ -67,11 +76,20 @@ export function buildEngineAssociationCandidates(engineAssociation) {
67
76
  return [];
68
77
  }
69
78
  const candidates = new Set();
79
+ const installRoots = platform === 'win32'
80
+ ? ['C:/Program Files/Epic Games']
81
+ : platform === 'darwin'
82
+ ? ['/Users/Shared/Epic Games', '/Users/Shared/EpicGames']
83
+ : [];
70
84
  if (/^\d+\.\d+$/.test(trimmed)) {
71
- candidates.add(`C:/Program Files/Epic Games/UE_${trimmed}`);
85
+ for (const root of installRoots) {
86
+ candidates.add(`${root}/UE_${trimmed}`);
87
+ }
72
88
  }
73
89
  if (/^UE_\d+\.\d+$/.test(trimmed)) {
74
- candidates.add(`C:/Program Files/Epic Games/${trimmed}`);
90
+ for (const root of installRoots) {
91
+ candidates.add(`${root}/${trimmed}`);
92
+ }
75
93
  }
76
94
  candidates.add(trimmed);
77
95
  return Array.from(candidates);
@@ -122,6 +122,8 @@ export interface ProjectControllerLike {
122
122
  }): Promise<RestartReconnectResult>;
123
123
  }
124
124
  export declare function resolveCommandInvocation(executable: string, args: string[], platform: NodeJS.Platform, env?: NodeJS.ProcessEnv): CommandInvocation;
125
+ export declare function getBuildScriptCandidates(engineRoot: string, platform: NodeJS.Platform): string[];
126
+ export declare function resolveBuildScript(engineRoot: string, platform: NodeJS.Platform): Promise<string>;
125
127
  export declare function resolveEditorExecutable(engineRoot: string, platform: NodeJS.Platform, mode?: 'editor' | 'commandlet'): Promise<string>;
126
128
  export declare function classifyChangedPaths(changedPaths: string[], forceRebuild?: boolean): SyncStrategyPlan;
127
129
  /** Classify UBT build output into an error category. */
@@ -1,7 +1,7 @@
1
1
  import { execSync, spawn } from 'node:child_process';
2
2
  import { access, readdir, unlink } from 'node:fs/promises';
3
3
  import { constants as fsConstants } from 'node:fs';
4
- import { dirname, resolve } from 'node:path';
4
+ import { dirname, resolve, win32 as win32Path } from 'node:path';
5
5
  const DEFAULT_BUILD_TIMEOUT_MS = 30 * 60 * 1000;
6
6
  const DEFAULT_DISCONNECT_TIMEOUT_MS = 60 * 1000;
7
7
  const DEFAULT_RECONNECT_TIMEOUT_MS = 3 * 60 * 1000;
@@ -42,6 +42,35 @@ export function resolveCommandInvocation(executable, args, platform, env = proce
42
42
  args: ['/d', '/s', '/c', commandLine],
43
43
  };
44
44
  }
45
+ export function getBuildScriptCandidates(engineRoot, platform) {
46
+ if (platform === 'win32') {
47
+ return [
48
+ resolve(engineRoot, 'Engine', 'Build', 'BatchFiles', 'Build.bat'),
49
+ ];
50
+ }
51
+ if (platform === 'darwin') {
52
+ return [
53
+ resolve(engineRoot, 'Engine', 'Build', 'BatchFiles', 'Mac', 'Build.sh'),
54
+ resolve(engineRoot, 'Engine', 'Build', 'BatchFiles', 'Build.sh'),
55
+ ];
56
+ }
57
+ return [
58
+ resolve(engineRoot, 'Engine', 'Build', 'BatchFiles', 'Linux', 'Build.sh'),
59
+ resolve(engineRoot, 'Engine', 'Build', 'BatchFiles', 'Build.sh'),
60
+ ];
61
+ }
62
+ export async function resolveBuildScript(engineRoot, platform) {
63
+ for (const candidate of getBuildScriptCandidates(engineRoot, platform)) {
64
+ try {
65
+ await access(candidate, fsConstants.F_OK);
66
+ return candidate;
67
+ }
68
+ catch {
69
+ // Try the next platform-specific location.
70
+ }
71
+ }
72
+ throw new Error(`Unable to locate an Unreal build script under ${engineRoot} for platform ${platform}.`);
73
+ }
45
74
  export async function resolveEditorExecutable(engineRoot, platform, mode = 'editor') {
46
75
  const executableName = mode === 'commandlet'
47
76
  ? (platform === 'win32' ? 'UnrealEditor-Cmd.exe' : 'UnrealEditor-Cmd')
@@ -135,6 +164,9 @@ function fileName(path) {
135
164
  const lastSlash = normalized.lastIndexOf('/');
136
165
  return lastSlash >= 0 ? normalized.slice(lastSlash + 1) : normalized;
137
166
  }
167
+ function normalizeFilesystemPathForCommand(path, platform) {
168
+ return platform === 'win32' ? win32Path.normalize(path) : path;
169
+ }
138
170
  export function classifyChangedPaths(changedPaths, forceRebuild = false) {
139
171
  const reasons = new Set();
140
172
  if (forceRebuild) {
@@ -325,10 +357,8 @@ export class ProjectController {
325
357
  if (!target) {
326
358
  throw new Error('compile_project_code requires target or UE_PROJECT_TARGET/UE_EDITOR_TARGET');
327
359
  }
328
- const buildScript = this.platform === 'win32'
329
- ? resolve(engineRoot, 'Engine', 'Build', 'BatchFiles', 'Build.bat')
330
- : resolve(engineRoot, 'Engine', 'Build', 'BatchFiles', 'Build.sh');
331
- await access(buildScript, fsConstants.F_OK);
360
+ const buildScript = await resolveBuildScript(engineRoot, this.platform);
361
+ const commandProjectPath = normalizeFilesystemPathForCommand(projectPath, this.platform);
332
362
  let uhtCacheFilesDeleted;
333
363
  if (request.clearUhtCache) {
334
364
  uhtCacheFilesDeleted = await clearUhtCacheFiles(dirname(projectPath));
@@ -337,7 +367,7 @@ export class ProjectController {
337
367
  target,
338
368
  platform,
339
369
  configuration,
340
- `-Project=${projectPath}`,
370
+ `-Project=${commandProjectPath}`,
341
371
  '-WaitMutex',
342
372
  '-NoHotReloadFromIDE',
343
373
  ];