blueprint-extractor-mcp 6.0.8 → 6.1.1

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 CHANGED
@@ -1,206 +1,218 @@
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- <p align="center">
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- <h1 align="center">Blueprint Extractor MCP</h1>
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- <p align="center">
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- Give AI assistants full read/write access to Unreal Engine projects<br>
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- through a live editor connection.
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- </p>
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- </p>
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-
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- <p align="center">
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- <a href="https://www.npmjs.com/package/blueprint-extractor-mcp"><img src="https://img.shields.io/npm/v/blueprint-extractor-mcp?style=flat-square&color=cb3837" alt="npm"></a>&nbsp;
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- <a href="https://nodejs.org"><img src="https://img.shields.io/badge/node-%E2%89%A518-339933?style=flat-square&logo=node.js&logoColor=white" alt="Node.js"></a>&nbsp;
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- <a href="https://modelcontextprotocol.io"><img src="https://img.shields.io/badge/MCP_SDK-1.12-5A67D8?style=flat-square" alt="MCP SDK"></a>&nbsp;
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- <a href="https://github.com/SunGrow/ue-blueprint-extractor/blob/master/LICENSE"><img src="https://img.shields.io/github/license/SunGrow/ue-blueprint-extractor?style=flat-square" alt="License"></a>
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- </p>
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-
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- <br>
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-
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- ## Overview
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-
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- Blueprint Extractor MCP is a [Model Context Protocol](https://modelcontextprotocol.io) server that bridges AI coding assistants (Claude Code, Codex, etc.) to a running Unreal Editor instance via the Remote Control HTTP API.
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-
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- ```
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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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- ```
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-
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- **What the assistant can do through this server:**
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-
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- | Capability | Examples |
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- |:-----------|:---------|
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- | **Extract** | Read Blueprints, widgets, materials, animations, data assets, state trees, and more |
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- | **Author** | Create and modify widgets, materials, Blueprints, input actions, AI assets, data tables |
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- | **Build** | Compile project code, trigger Live Coding, restart the editor, sync changes |
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- | **PIE** | Start, stop, and relaunch Play-In-Editor sessions from the active editor |
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- | **Import** | Bring in textures, meshes, and generic assets with async job polling |
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- | **Test** | Run UE automation tests, collect results and artifacts |
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- | **Verify** | Capture widget previews, editor screenshots, runtime screenshots, compare against references, inspect motion checkpoints |
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-
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- <br>
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-
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- ## Quick Start
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-
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- ### Prerequisites
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-
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- You need three things running:
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-
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- 1. **Node.js 18+**
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- 2. **Unreal Editor** with the **Remote Control API** plugin enabled
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- 3. **[BlueprintExtractor](https://github.com/SunGrow/ue-blueprint-extractor)** plugin installed in your project
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-
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- ### Run
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-
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- ```bash
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- npx blueprint-extractor-mcp
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- ```
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-
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- Connects to the editor at `127.0.0.1:30010` by default.
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-
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- ### Add to Your AI Client
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-
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- <table>
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- <tr><td><b>Claude Code</b></td></tr>
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- <tr><td>
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-
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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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- ```
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-
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- </td></tr>
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- <tr><td><b>Codex</b></td></tr>
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- <tr><td>
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-
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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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- ```
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-
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- </td></tr>
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- </table>
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-
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- > On Windows, wrap `npx` with `cmd /c` if your shell requires it.
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-
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- <br>
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-
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- ## Tool Surface
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-
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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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-
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- ### Contract Design
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-
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- The tool contract is optimized for model reliability:
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-
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- - **`snake_case`** inputs on all public tools
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- - **`outputSchema`** on every tool for structured JSON responses
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- - **`structuredContent`** carries the canonical success and error payload for MCP clients that consume structured results directly
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- - **Structured error envelopes** with diagnostic codes and recovery hints
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- - **Explicit-save semantics** &mdash; nothing persists until `save_assets` is called
117
- - **Next-step hints** guiding the assistant toward the logical follow-up action
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-
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- See [../docs/CURRENT_STATUS.md](../docs/CURRENT_STATUS.md) for the current validation snapshot, normative docs, and the one-shot stabilization ledger.
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-
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- <br>
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-
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- ## Configuration
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-
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- | Variable | Default | Purpose |
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- |:---------|:--------|:--------|
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- | `UE_REMOTE_CONTROL_HOST` | `127.0.0.1` | Editor host address |
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- | `UE_REMOTE_CONTROL_PORT` | `30010` | Editor Remote Control port |
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- | `UE_BLUEPRINT_EXTRACTOR_SUBSYSTEM_PATH` | *auto-probe* | Force a specific subsystem object path |
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- | `UE_ENGINE_ROOT` | &mdash; | Engine root (needed for builds & automation) |
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- | `UE_PROJECT_PATH` | &mdash; | Path to your `.uproject` |
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- | `UE_PROJECT_TARGET` | &mdash; | Build target name (or `UE_EDITOR_TARGET`) |
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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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-
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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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-
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- <br>
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-
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- ## Resources & Prompts
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-
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- Beyond tools, the server exposes **MCP resources** for reference data and **prompts** for guided multi-step workflows.
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-
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- ### Resource Templates
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-
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- ```
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- blueprint://examples/{family} Example payloads for each tool family
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- blueprint://widget-patterns/{pattern} Reusable widget-tree patterns
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- blueprint://captures/{capture_id} Captured widget screenshots
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- blueprint://test-runs/{run_id}/{artifact} Automation test artifacts
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- ```
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-
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- ### Prompts
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-
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- | Prompt | Guides the assistant through... |
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- |:-------|:-------------------------------|
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- | `normalize_ui_design_input` | Converting text/image/Figma/HTML into a shared `design_spec_json` |
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- | `design_menu_from_design_spec` | Planning a full menu implementation from a normalized spec |
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- | `design_menu_screen` | Safe widget redesign with pre-flight inspection |
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- | `author_material_button_style` | Composable material authoring for button states |
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- | `author_widget_motion_from_design_spec` | Turning motion specs into animation authoring steps |
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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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-
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- <br>
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-
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- ## Development
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-
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- ```bash
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- cd MCP
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- npm install
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- npm run build
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- npm test # unit + stdio integration
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- ```
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-
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- | Command | What It Validates |
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- |:--------|:------------------|
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- | `npm run test:pack-smoke` | Packaged tarball contract and README inclusion |
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- | `npm run test:publish-gate` | Version consistency and publish readiness |
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- | `BLUEPRINT_EXTRACTOR_LIVE_E2E=1 npm run test:live` | Full end-to-end against a running editor |
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-
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- The live suite exercises texture/mesh import via HTTP fixtures, material authoring workflows, Enhanced Input round-trips, widget authoring, and project-control round-trips.
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-
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- The UE runner keeps two explicit lanes:
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-
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- - headless/default: `BlueprintExtractor` with `-NullRHI`
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- - rendered verification: targeted filters with `-NoNullRHI` and optional `-AllowSoftwareRendering`
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-
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- <br>
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-
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- ## Further Reading
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-
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- - [Repository & UE Plugin](https://github.com/SunGrow/ue-blueprint-extractor)
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- - [MCP v2 Reference](../docs/mcp-v2-reference.md)
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- - [Widget Motion Authoring](../docs/widget-motion-authoring.md)
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- - [Motion Verification Workflow](../docs/motion-verification-workflow.md)
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- - [Prompt Catalog](../docs/prompt-catalog.md)
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-
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- <br>
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-
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- ---
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-
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- <p align="center">
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- <a href="https://www.npmjs.com/package/blueprint-extractor-mcp">npm</a>&nbsp;&nbsp;&bull;&nbsp;&nbsp;<a href="https://github.com/SunGrow/ue-blueprint-extractor/issues">Issues</a>&nbsp;&nbsp;&bull;&nbsp;&nbsp;<a href="https://github.com/SunGrow/ue-blueprint-extractor">GitHub</a>
206
- </p>
1
+ <p align="center">
2
+ <h1 align="center">Blueprint Extractor MCP</h1>
3
+ <p align="center">
4
+ Give AI assistants full read/write access to Unreal Engine projects<br>
5
+ through a live editor connection.
6
+ </p>
7
+ </p>
8
+
9
+ <p align="center">
10
+ <a href="https://www.npmjs.com/package/blueprint-extractor-mcp"><img src="https://img.shields.io/npm/v/blueprint-extractor-mcp?style=flat-square&color=cb3837" alt="npm"></a>&nbsp;
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+ <a href="https://nodejs.org"><img src="https://img.shields.io/badge/node-%E2%89%A518-339933?style=flat-square&logo=node.js&logoColor=white" alt="Node.js"></a>&nbsp;
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+ <a href="https://modelcontextprotocol.io"><img src="https://img.shields.io/badge/MCP_SDK-1.12-5A67D8?style=flat-square" alt="MCP SDK"></a>&nbsp;
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+ <a href="https://github.com/SunGrow/ue-blueprint-extractor/blob/master/LICENSE"><img src="https://img.shields.io/github/license/SunGrow/ue-blueprint-extractor?style=flat-square" alt="License"></a>
14
+ </p>
15
+
16
+ <br>
17
+
18
+ ## Overview
19
+
20
+ Blueprint Extractor MCP is a [Model Context Protocol](https://modelcontextprotocol.io) server that bridges AI coding assistants (Claude Code, Codex, etc.) to a running Unreal Editor instance via the Remote Control HTTP API.
21
+
22
+ ```
23
+ AI Assistant stdio MCP Server HTTP :30010 Unreal Editor
24
+ ───────────── ◄────────────► ───────────────── ◄──────────────────► ─────────────────
25
+ Claude Code Node.js process Remote Control API
26
+ Codex 106 tools BlueprintExtractor
27
+ ... 38 resources plugin
28
+ 4 resource templates
29
+ 12 prompts
30
+ ```
31
+
32
+ **What the assistant can do through this server:**
33
+
34
+ | Capability | Examples |
35
+ |:-----------|:---------|
36
+ | **Extract** | Read Blueprints, widgets, materials, animations, data assets, state trees, and more |
37
+ | **Author** | Create and modify widgets, materials, Blueprints, input actions, AI assets, data tables |
38
+ | **Build** | Compile project code, trigger Live Coding, restart the editor, sync changes |
39
+ | **PIE** | Start, stop, and relaunch Play-In-Editor sessions from the active editor |
40
+ | **Import** | Bring in textures, meshes, and generic assets with async job polling |
41
+ | **Test** | Run UE automation tests, collect results and artifacts |
42
+ | **Verify** | Capture widget previews, editor screenshots, runtime screenshots, compare against references, inspect motion checkpoints |
43
+
44
+ <br>
45
+
46
+ ## Quick Start
47
+
48
+ ### Prerequisites
49
+
50
+ You need three things running:
51
+
52
+ 1. **Node.js 18+**
53
+ 2. **Unreal Editor** with the **Remote Control API** plugin enabled
54
+ 3. **[BlueprintExtractor](https://github.com/SunGrow/ue-blueprint-extractor)** plugin installed in your project
55
+
56
+ ### Run
57
+
58
+ ```bash
59
+ npx blueprint-extractor-mcp
60
+ ```
61
+
62
+ Connects to the editor at `127.0.0.1:30010` by default.
63
+
64
+ ### Add to Your AI Client
65
+
66
+ <table>
67
+ <tr><td><b>Claude Code</b></td></tr>
68
+ <tr><td>
69
+
70
+ ```bash
71
+ claude mcp add -s user -t stdio blueprint-extractor \
72
+ -e UE_REMOTE_CONTROL_PORT=30010 \
73
+ -- npx -y blueprint-extractor-mcp@6.1.1
74
+ ```
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+
76
+ </td></tr>
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+ <tr><td><b>Codex</b></td></tr>
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+ <tr><td>
79
+
80
+ ```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@6.1.1
83
+ ```
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+
85
+ </td></tr>
86
+ </table>
87
+
88
+ > On Windows, wrap `npx` with `cmd /c` if your shell requires it.
89
+
90
+ <br>
91
+
92
+ ## Tool Surface
93
+
94
+ 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`.
95
+
96
+ | Scope | What It Unlocks |
97
+ |:------|:----------------|
98
+ | **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 |
113
+
114
+ ### Contract Design
115
+
116
+ The tool contract is optimized for model reliability:
117
+
118
+ - **`snake_case`** inputs on all public tools
119
+ - **`outputSchema`** on every tool for structured JSON responses
120
+ - **`structuredContent`** carries the canonical success and error payload for MCP clients that consume structured results directly
121
+ - **Structured error envelopes** with diagnostic codes and recovery hints
122
+ - **Explicit-save semantics** &mdash; nothing persists until `save_assets` is called
123
+ - **Next-step hints** guiding the assistant toward the logical follow-up action
124
+
125
+ See [../docs/CURRENT_STATUS.md](../docs/CURRENT_STATUS.md) for the current validation snapshot, normative docs, and the one-shot stabilization ledger.
126
+
127
+ <br>
128
+
129
+ ## Configuration
130
+
131
+ | Variable | Default | Purpose |
132
+ |:---------|:--------|:--------|
133
+ | `UE_REMOTE_CONTROL_HOST` | `127.0.0.1` | Editor host address |
134
+ | `UE_REMOTE_CONTROL_PORT` | `30010` | Editor Remote Control port |
135
+ | `UE_BLUEPRINT_EXTRACTOR_SUBSYSTEM_PATH` | *auto-probe* | Force a specific subsystem object path |
136
+ | `UE_ENGINE_ROOT` | &mdash; | Engine root (needed for builds & automation) |
137
+ | `UE_PROJECT_PATH` | &mdash; | Path to your `.uproject` |
138
+ | `UE_PROJECT_TARGET` | &mdash; | Build target name (or `UE_EDITOR_TARGET`) |
139
+ | `UE_BUILD_PLATFORM` | &mdash; | e.g. `Win64` |
140
+ | `UE_BUILD_CONFIGURATION` | &mdash; | e.g. `Development` |
141
+
142
+ `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.
143
+
144
+ `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.
145
+
146
+ <br>
147
+
148
+ ## Resources & Prompts
149
+
150
+ Beyond tools, the server exposes **MCP resources** for reference data and **prompts** for guided multi-step workflows.
151
+
152
+ ### Resource Templates
153
+
154
+ ```
155
+ blueprint://examples/{family} Example payloads for each tool family
156
+ blueprint://widget-patterns/{pattern} Reusable widget-tree patterns
157
+ blueprint://captures/{capture_id} Captured widget screenshots
158
+ blueprint://test-runs/{run_id}/{artifact} Automation test artifacts
159
+ ```
160
+
161
+ ### Prompts
162
+
163
+ | Prompt | Guides the assistant through... |
164
+ |:-------|:-------------------------------|
165
+ | `normalize_ui_design_input` | Converting text/image/Figma/HTML into a shared `design_spec_json` |
166
+ | `design_menu_from_design_spec` | Planning a full menu implementation from a normalized spec |
167
+ | `design_menu_screen` | Safe widget redesign with pre-flight inspection |
168
+ | `author_material_button_style` | Composable material authoring for button states |
169
+ | `author_widget_motion_from_design_spec` | Turning motion specs into animation authoring steps |
170
+ | `plan_widget_motion_verification` | Keyframe-bundle verification planning |
171
+ | `wire_hud_widget_classes` | Class-default wiring for HUD assets |
172
+ | `debug_widget_compile_errors` | Diagnosing and recovering from compile failures |
173
+ | `understand_blueprint_project` | Building a project-understanding pass over indexed assets, docs, prompts, and resources |
174
+ | `review_blueprint_asset` | Running a deterministic read-only Blueprint review flow |
175
+ | `snapshot_editor_context` | Inspecting bounded editor state without changing editor focus |
176
+ | `audit_blueprint_project` | Running a low-noise project asset audit |
177
+
178
+ <br>
179
+
180
+ ## Development
181
+
182
+ ```bash
183
+ cd MCP
184
+ npm install
185
+ npm run build
186
+ npm test # unit + stdio integration
187
+ ```
188
+
189
+ | Command | What It Validates |
190
+ |:--------|:------------------|
191
+ | `npm run test:pack-smoke` | Packaged tarball contract and README inclusion |
192
+ | `npm run test:publish-gate` | Version consistency and publish readiness |
193
+ | `BLUEPRINT_EXTRACTOR_LIVE_E2E=1 npm run test:live` | Full end-to-end against a running editor |
194
+
195
+ The live suite exercises texture/mesh import via HTTP fixtures, material authoring workflows, Enhanced Input round-trips, widget authoring, and project-control round-trips.
196
+
197
+ The UE runner keeps two explicit lanes:
198
+
199
+ - headless/default: `BlueprintExtractor` with `-NullRHI`
200
+ - rendered verification: targeted filters with `-NoNullRHI` and optional `-AllowSoftwareRendering`
201
+
202
+ <br>
203
+
204
+ ## Further Reading
205
+
206
+ - [Repository & UE Plugin](https://github.com/SunGrow/ue-blueprint-extractor)
207
+ - [MCP v2 Reference](../docs/mcp-v2-reference.md)
208
+ - [Widget Motion Authoring](../docs/widget-motion-authoring.md)
209
+ - [Motion Verification Workflow](../docs/motion-verification-workflow.md)
210
+ - [Prompt Catalog](../docs/prompt-catalog.md)
211
+
212
+ <br>
213
+
214
+ ---
215
+
216
+ <p align="center">
217
+ <a href="https://www.npmjs.com/package/blueprint-extractor-mcp">npm</a>&nbsp;&nbsp;&bull;&nbsp;&nbsp;<a href="https://github.com/SunGrow/ue-blueprint-extractor/issues">Issues</a>&nbsp;&nbsp;&bull;&nbsp;&nbsp;<a href="https://github.com/SunGrow/ue-blueprint-extractor">GitHub</a>
218
+ </p>
@@ -1,4 +1,5 @@
1
1
  import type { ActiveEditorState, EditorInstanceSnapshot } from './editor-instance-types.js';
2
+ import type { EditorContextSnapshot } from './tool-context.js';
2
3
  type ActiveEditorSessionOptions = {
3
4
  cwd?: string;
4
5
  env?: NodeJS.ProcessEnv;
@@ -44,6 +45,7 @@ export declare class ActiveEditorSession {
44
45
  }): Promise<EditorInstanceSnapshot | undefined>;
45
46
  getBoundSnapshot(): EditorInstanceSnapshot | undefined;
46
47
  getWorkspaceProjectPath(): Promise<string | undefined>;
48
+ getEditorContext(): Promise<EditorContextSnapshot>;
47
49
  private ensureActiveEditor;
48
50
  private resolveCurrentEditorForConnection;
49
51
  private bindFromExplicitPins;
@@ -30,6 +30,12 @@ function buildActiveEditorDriftMessage(snapshot) {
30
30
  + `${snapshot.remoteControlHost}:${snapshot.remoteControlPort}. The session has been returned to an unbound state. `
31
31
  + 'Call list_running_editors and select_editor to continue.';
32
32
  }
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+ function toStringArray(value) {
34
+ if (!Array.isArray(value)) {
35
+ return [];
36
+ }
37
+ return value.filter((entry) => typeof entry === 'string' && entry.length > 0);
38
+ }
33
39
  export class ActiveEditorSession {
34
40
  cwd;
35
41
  env;
@@ -222,6 +228,48 @@ export class ActiveEditorSession {
222
228
  const resolution = await this.workspaceProjectPromise;
223
229
  return resolution.projectPath;
224
230
  }
231
+ async getEditorContext() {
232
+ const raw = await this.callSubsystem('GetEditorContext', {});
233
+ const parsed = JSON.parse(raw);
234
+ if (typeof parsed.error === 'string' && parsed.error.length > 0) {
235
+ throw new Error(parsed.error);
236
+ }
237
+ const instanceId = typeof parsed.instanceId === 'string' ? parsed.instanceId : undefined;
238
+ const projectFilePath = typeof parsed.projectFilePath === 'string' ? parsed.projectFilePath : undefined;
239
+ if (!instanceId || !projectFilePath) {
240
+ throw new Error('GetEditorContext did not return instanceId and projectFilePath.');
241
+ }
242
+ const pieSummary = typeof parsed.pieSummary === 'object' && parsed.pieSummary !== null
243
+ ? parsed.pieSummary
244
+ : undefined;
245
+ return {
246
+ success: typeof parsed.success === 'boolean' ? parsed.success : true,
247
+ operation: typeof parsed.operation === 'string' ? parsed.operation : 'get_editor_context',
248
+ instanceId,
249
+ projectName: typeof parsed.projectName === 'string' ? parsed.projectName : undefined,
250
+ projectFilePath,
251
+ projectDir: typeof parsed.projectDir === 'string' ? parsed.projectDir : undefined,
252
+ engineRoot: typeof parsed.engineRoot === 'string' ? parsed.engineRoot : undefined,
253
+ editorTarget: typeof parsed.editorTarget === 'string' ? parsed.editorTarget : undefined,
254
+ remoteControlHost: typeof parsed.remoteControlHost === 'string' ? parsed.remoteControlHost : this.activeEditorSnapshot?.remoteControlHost ?? '127.0.0.1',
255
+ remoteControlPort: typeof parsed.remoteControlPort === 'number'
256
+ ? parsed.remoteControlPort
257
+ : this.activeEditorSnapshot?.remoteControlPort ?? 30010,
258
+ lastSeenAt: typeof parsed.lastSeenAt === 'string' ? parsed.lastSeenAt : undefined,
259
+ selectedAssetPaths: toStringArray(parsed.selectedAssetPaths),
260
+ selectedActorNames: toStringArray(parsed.selectedActorNames),
261
+ openAssetEditors: toStringArray(parsed.openAssetEditors),
262
+ activeLevel: typeof parsed.activeLevel === 'string' ? parsed.activeLevel : undefined,
263
+ pieSummary: pieSummary ? {
264
+ isPlayingInEditor: typeof pieSummary.isPlayingInEditor === 'boolean' ? pieSummary.isPlayingInEditor : undefined,
265
+ isSimulatingInEditor: typeof pieSummary.isSimulatingInEditor === 'boolean' ? pieSummary.isSimulatingInEditor : undefined,
266
+ worldName: typeof pieSummary.worldName === 'string' ? pieSummary.worldName : undefined,
267
+ worldPath: typeof pieSummary.worldPath === 'string' ? pieSummary.worldPath : undefined,
268
+ } : undefined,
269
+ partial: typeof parsed.partial === 'boolean' ? parsed.partial : undefined,
270
+ unsupportedSections: toStringArray(parsed.unsupportedSections),
271
+ };
272
+ }
225
273
  async ensureActiveEditor() {
226
274
  const validation = await this.validateActiveSelection();
227
275
  if (validation.healthy && this.activeEditorSnapshot) {
@@ -667,4 +667,48 @@ export const exampleCatalog = {
667
667
  },
668
668
  ],
669
669
  },
670
+ blueprint_review: {
671
+ summary: 'Run deterministic review first, then inspect the cited graph/variable evidence before planning any fix.',
672
+ recommended_flow: [
673
+ 'review_blueprint',
674
+ 'extract_blueprint',
675
+ ],
676
+ examples: [
677
+ {
678
+ title: 'review_gameplay_blueprint',
679
+ tool: 'review_blueprint',
680
+ arguments: {
681
+ asset_path: '/Game/Blueprints/BP_PlayerCharacter',
682
+ },
683
+ },
684
+ ],
685
+ },
686
+ project_intelligence: {
687
+ summary: 'Warm the project index, search published context and asset metadata, snapshot bounded editor state when needed, then audit the relevant package scope.',
688
+ recommended_flow: [
689
+ 'refresh_project_index',
690
+ 'get_project_index_status',
691
+ 'search_project_context',
692
+ 'get_editor_context',
693
+ 'audit_project_assets',
694
+ ],
695
+ examples: [
696
+ {
697
+ title: 'search_replication_context',
698
+ tool: 'search_project_context',
699
+ arguments: {
700
+ query: 'replication authority review',
701
+ page: 1,
702
+ per_page: 5,
703
+ },
704
+ },
705
+ {
706
+ title: 'audit_ui_assets',
707
+ tool: 'audit_project_assets',
708
+ arguments: {
709
+ package_path: '/Game/UI',
710
+ },
711
+ },
712
+ ],
713
+ },
670
714
  };
@@ -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', {
@@ -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') {
@@ -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;
@@ -164,6 +164,9 @@ function fileName(path) {
164
164
  const lastSlash = normalized.lastIndexOf('/');
165
165
  return lastSlash >= 0 ? normalized.slice(lastSlash + 1) : normalized;
166
166
  }
167
+ function normalizeFilesystemPathForCommand(path, platform) {
168
+ return platform === 'win32' ? win32Path.normalize(path) : path;
169
+ }
167
170
  export function classifyChangedPaths(changedPaths, forceRebuild = false) {
168
171
  const reasons = new Set();
169
172
  if (forceRebuild) {
@@ -355,6 +358,7 @@ export class ProjectController {
355
358
  throw new Error('compile_project_code requires target or UE_PROJECT_TARGET/UE_EDITOR_TARGET');
356
359
  }
357
360
  const buildScript = await resolveBuildScript(engineRoot, this.platform);
361
+ const commandProjectPath = normalizeFilesystemPathForCommand(projectPath, this.platform);
358
362
  let uhtCacheFilesDeleted;
359
363
  if (request.clearUhtCache) {
360
364
  uhtCacheFilesDeleted = await clearUhtCacheFiles(dirname(projectPath));
@@ -363,7 +367,7 @@ export class ProjectController {
363
367
  target,
364
368
  platform,
365
369
  configuration,
366
- `-Project=${projectPath}`,
370
+ `-Project=${commandProjectPath}`,
367
371
  '-WaitMutex',
368
372
  '-NoHotReloadFromIDE',
369
373
  ];