flockbay 0.10.15

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  1. package/README.md +56 -0
  2. package/bin/flockbay-mcp.mjs +56 -0
  3. package/bin/flockbay.mjs +78 -0
  4. package/dist/codex/flockbayMcpStdioBridge.cjs +383 -0
  5. package/dist/codex/flockbayMcpStdioBridge.d.cts +2 -0
  6. package/dist/codex/flockbayMcpStdioBridge.d.mts +2 -0
  7. package/dist/codex/flockbayMcpStdioBridge.mjs +381 -0
  8. package/dist/flockbayScreenshotGate-DJX3Is5d.mjs +136 -0
  9. package/dist/flockbayScreenshotGate-DkxU24cR.cjs +138 -0
  10. package/dist/index--o4BPz5o.cjs +10311 -0
  11. package/dist/index-CUp3juDS.mjs +10268 -0
  12. package/dist/index.cjs +43 -0
  13. package/dist/index.d.cts +1 -0
  14. package/dist/index.d.mts +1 -0
  15. package/dist/index.mjs +40 -0
  16. package/dist/lib.cjs +33 -0
  17. package/dist/lib.d.cts +957 -0
  18. package/dist/lib.d.mts +957 -0
  19. package/dist/lib.mjs +23 -0
  20. package/dist/runCodex-D3eT-TvB.cjs +3449 -0
  21. package/dist/runCodex-o6PCbHQ7.mjs +3446 -0
  22. package/dist/runGemini-Bt0oEj_g.mjs +3183 -0
  23. package/dist/runGemini-CBxZp6I7.cjs +3185 -0
  24. package/dist/types-C-jnUdn_.cjs +4498 -0
  25. package/dist/types-DGd6ea2Z.mjs +4450 -0
  26. package/kits/kit.open_world/kit.json +59 -0
  27. package/package.json +130 -0
  28. package/scripts/claude_local_launcher.cjs +73 -0
  29. package/scripts/claude_remote_launcher.cjs +16 -0
  30. package/scripts/claude_version_utils.cjs +391 -0
  31. package/scripts/ripgrep_launcher.cjs +33 -0
  32. package/scripts/session_hook_forwarder.cjs +49 -0
  33. package/scripts/test-codex-abort-history.mjs +77 -0
  34. package/scripts/unpack-tools.cjs +222 -0
  35. package/tools/licenses/difftastic-LICENSE +21 -0
  36. package/tools/licenses/ripgrep-LICENSE +3 -0
  37. package/tools/unreal-mcp/UPSTREAM_VERSION.md +8 -0
  38. package/tools/unreal-mcp/upstream/Docs/README.md +8 -0
  39. package/tools/unreal-mcp/upstream/Docs/Tools/README.md +7 -0
  40. package/tools/unreal-mcp/upstream/Docs/Tools/actor_tools.md +184 -0
  41. package/tools/unreal-mcp/upstream/Docs/Tools/blueprint_tools.md +268 -0
  42. package/tools/unreal-mcp/upstream/Docs/Tools/editor_tools.md +104 -0
  43. package/tools/unreal-mcp/upstream/Docs/Tools/node_tools.md +274 -0
  44. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Config/FilterPlugin.ini +8 -0
  45. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Private/Commands/UnrealMCPBlueprintCommands.cpp +1160 -0
  46. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Private/Commands/UnrealMCPBlueprintNodeCommands.cpp +924 -0
  47. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Private/Commands/UnrealMCPCommonUtils.cpp +709 -0
  48. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Private/Commands/UnrealMCPEditorCommands.cpp +896 -0
  49. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Private/Commands/UnrealMCPProjectCommands.cpp +72 -0
  50. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Private/Commands/UnrealMCPUMGCommands.cpp +544 -0
  51. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Private/MCPServerRunnable.cpp +321 -0
  52. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Private/UnrealMCPBridge.cpp +419 -0
  53. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Private/UnrealMCPModule.cpp +21 -0
  54. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Public/Commands/UnrealMCPBlueprintCommands.h +34 -0
  55. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Public/Commands/UnrealMCPBlueprintNodeCommands.h +27 -0
  56. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Public/Commands/UnrealMCPCommonUtils.h +59 -0
  57. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Public/Commands/UnrealMCPEditorCommands.h +40 -0
  58. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Public/Commands/UnrealMCPProjectCommands.h +20 -0
  59. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Public/Commands/UnrealMCPUMGCommands.h +82 -0
  60. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Public/MCPServerRunnable.h +34 -0
  61. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Public/UnrealMCPBridge.h +64 -0
  62. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/Public/UnrealMCPModule.h +22 -0
  63. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/Source/UnrealMCP/UnrealMCP.Build.cs +78 -0
  64. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/UnrealMCP/UnrealMCP.uplugin +36 -0
  65. package/tools/unreal-mcp/upstream/Python/README.md +40 -0
  66. package/tools/unreal-mcp/upstream/Python/pyproject.toml +22 -0
  67. package/tools/unreal-mcp/upstream/Python/scripts/actors/test_cube.py +203 -0
  68. package/tools/unreal-mcp/upstream/Python/scripts/blueprints/test_create_and_spawn_blueprints_with_different_components.py +497 -0
  69. package/tools/unreal-mcp/upstream/Python/scripts/blueprints/test_create_and_spawn_cube_blueprint.py +194 -0
  70. package/tools/unreal-mcp/upstream/Python/scripts/node/test_component_reference.py +267 -0
  71. package/tools/unreal-mcp/upstream/Python/scripts/node/test_create_bird_blueprint_with_input_and_camera.py +618 -0
  72. package/tools/unreal-mcp/upstream/Python/scripts/node/test_input_mapping.py +366 -0
  73. package/tools/unreal-mcp/upstream/Python/scripts/node/test_physics_variables.py +390 -0
  74. package/tools/unreal-mcp/upstream/Python/tools/blueprint_tools.py +420 -0
  75. package/tools/unreal-mcp/upstream/Python/tools/editor_tools.py +369 -0
  76. package/tools/unreal-mcp/upstream/Python/tools/node_tools.py +430 -0
  77. package/tools/unreal-mcp/upstream/Python/tools/project_tools.py +64 -0
  78. package/tools/unreal-mcp/upstream/Python/tools/umg_tools.py +333 -0
  79. package/tools/unreal-mcp/upstream/Python/unreal_mcp_server.py +398 -0
  80. package/tools/unreal-mcp/upstream/Python/uv.lock +521 -0
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+ # Unreal MCP Blueprint Tools
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+
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+ This document provides detailed information about the Blueprint tools available in the Unreal MCP integration.
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+
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+ ## Overview
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+
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+ Blueprint tools allow you to create and manipulate Blueprint assets in Unreal Engine, including creating new Blueprint classes, adding components, setting properties, and spawning Blueprint actors in the level.
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+
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+ ## Blueprint Tools
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+
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+ ### create_blueprint
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+
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+ Create a new Blueprint class.
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+
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+ **Parameters:**
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+ - `name` (string) - The name for the new Blueprint class
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+ - `parent_class` (string) - The parent class for the Blueprint
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+
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+ **Returns:**
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+ - Information about the created Blueprint including success status and message
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+
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+ **Example:**
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+ ```json
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+ {
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+ "command": "create_blueprint",
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+ "params": {
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+ "name": "MyActor",
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+ "parent_class": "Actor"
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+ }
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+ }
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+ ```
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+
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+ ### add_component_to_blueprint
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+
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+ Add a component to a Blueprint.
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+
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+ **Parameters:**
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+ - `blueprint_name` (string) - The name of the Blueprint
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+ - `component_type` (string) - The type of component to add (use component class name without U prefix)
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+ - `component_name` (string) - The name for the new component
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+ - `location` (array, optional) - [X, Y, Z] coordinates for component's position, defaults to [0, 0, 0]
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+ - `rotation` (array, optional) - [Pitch, Yaw, Roll] values for component's rotation, defaults to [0, 0, 0]
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+ - `scale` (array, optional) - [X, Y, Z] values for component's scale, defaults to [1, 1, 1]
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+ - `component_properties` (object, optional) - Additional properties to set on the component
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+
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+ **Returns:**
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+ - Information about the added component including success status and message
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+
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+ **Example:**
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+ ```json
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+ {
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+ "command": "add_component_to_blueprint",
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+ "params": {
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+ "blueprint_name": "MyActor",
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+ "component_type": "StaticMeshComponent",
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+ "component_name": "Mesh",
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+ "location": [0, 0, 0],
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+ "rotation": [0, 0, 0],
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+ "scale": [1, 1, 1],
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+ "component_properties": {
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+ "bVisible": true
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+ }
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+ }
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+ }
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+ ```
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+
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+ ### set_static_mesh_properties
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+
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+ Set the mesh for a StaticMeshComponent.
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+
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+ **Parameters:**
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+ - `blueprint_name` (string) - The name of the Blueprint
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+ - `component_name` (string) - The name of the StaticMeshComponent
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+ - `static_mesh` (string, default: "/Engine/BasicShapes/Cube.Cube") - Path to the static mesh asset
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+
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+ **Returns:**
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+ - Result of the mesh setting operation including success status and message
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+
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+ **Example:**
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+ ```json
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+ {
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+ "command": "set_static_mesh_properties",
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+ "params": {
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+ "blueprint_name": "MyActor",
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+ "component_name": "Mesh",
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+ "static_mesh": "/Engine/BasicShapes/Sphere.Sphere"
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+ }
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+ }
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+ ```
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+
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+ ### set_component_property
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+
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+ Set a property on a component in a Blueprint.
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+
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+ **Parameters:**
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+ - `blueprint_name` (string) - The name of the Blueprint
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+ - `component_name` (string) - The name of the component
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+ - `property_name` (string) - The name of the property to set
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+ - `property_value` (any) - The value to set for the property
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+
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+ **Returns:**
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+ - Result of the property setting operation including success status and message
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+
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+ **Example:**
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+ ```json
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+ {
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+ "command": "set_component_property",
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+ "params": {
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+ "blueprint_name": "MyActor",
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+ "component_name": "Mesh",
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+ "property_name": "StaticMesh",
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+ "property_value": "/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube"
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+ }
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+ }
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+ ```
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+
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+ ### set_physics_properties
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+
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+ Set physics properties on a component.
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+
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+ **Parameters:**
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+ - `blueprint_name` (string) - The name of the Blueprint
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+ - `component_name` (string) - The name of the component
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+ - `simulate_physics` (boolean, optional) - Whether to simulate physics, defaults to true
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+ - `gravity_enabled` (boolean, optional) - Whether gravity is enabled, defaults to true
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+ - `mass` (float, optional) - The mass of the component, defaults to 1.0
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+ - `linear_damping` (float, optional) - Linear damping value, defaults to 0.01
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+ - `angular_damping` (float, optional) - Angular damping value, defaults to 0.0
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+
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+ **Returns:**
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+ - Result of the physics properties setting operation including success status and message
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+
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+ **Example:**
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+ ```json
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+ {
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+ "command": "set_physics_properties",
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+ "params": {
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+ "blueprint_name": "MyActor",
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+ "component_name": "Mesh",
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+ "simulate_physics": true,
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+ "gravity_enabled": true,
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+ "mass": 10.0,
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+ "linear_damping": 0.05,
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+ "angular_damping": 0.1
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+ }
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+ }
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+ ```
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+
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+ ### compile_blueprint
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+
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+ Compile a Blueprint.
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+
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+ **Parameters:**
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+ - `blueprint_name` (string) - The name of the Blueprint to compile
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+
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+ **Returns:**
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+ - Result of the compilation operation including success status and message
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+
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+ **Example:**
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+ ```json
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+ {
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+ "command": "compile_blueprint",
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+ "params": {
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+ "blueprint_name": "MyActor"
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+ }
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+ }
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+ ```
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+
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+ ### set_blueprint_property
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+
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+ Set a property on a Blueprint class default object.
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+
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+ **Parameters:**
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+ - `blueprint_name` (string) - The name of the Blueprint
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+ - `property_name` (string) - The name of the property to set
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+ - `property_value` (any) - The value to set for the property
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+
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+ **Returns:**
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+ - Result of the property setting operation including success status and message
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+
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+ **Example:**
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+ ```json
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+ {
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+ "command": "set_blueprint_property",
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+ "params": {
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+ "blueprint_name": "MyActor",
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+ "property_name": "bCanBeDamaged",
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+ "property_value": true
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+ }
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+ }
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+ ```
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+
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+ ### set_pawn_properties
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+
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+ Set common Pawn properties on a Blueprint.
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+
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+ **Parameters:**
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+ - `blueprint_name` (string) - Name of the target Blueprint (must be a Pawn or Character)
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+ - `auto_possess_player` (string, optional) - Auto possess player setting (None, "Disabled", "Player0", "Player1", etc.), defaults to empty string
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+ - `use_controller_rotation_yaw` (boolean, optional) - Whether the pawn should use the controller's yaw rotation, defaults to false
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+ - `use_controller_rotation_pitch` (boolean, optional) - Whether the pawn should use the controller's pitch rotation, defaults to false
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+ - `use_controller_rotation_roll` (boolean, optional) - Whether the pawn should use the controller's roll rotation, defaults to false
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+ - `can_be_damaged` (boolean, optional) - Whether the pawn can be damaged, defaults to true
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+
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+ **Returns:**
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+ - Response indicating success or failure with detailed results for each property
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+
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+ **Example:**
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+ ```json
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+ {
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+ "command": "set_pawn_properties",
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+ "params": {
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+ "blueprint_name": "MyPawn",
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+ "auto_possess_player": "Player0",
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+ "use_controller_rotation_yaw": true,
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+ "can_be_damaged": true
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+ }
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+ }
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+ ```
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+
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+ ### spawn_blueprint_actor
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+
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+ Spawn an actor from a Blueprint.
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+
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+ **Parameters:**
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+ - `blueprint_name` (string) - The name of the Blueprint to spawn
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+ - `actor_name` (string) - The name for the spawned actor
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+ - `location` (array, optional) - [X, Y, Z] coordinates for the actor's position, defaults to [0, 0, 0]
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+ - `rotation` (array, optional) - [Pitch, Yaw, Roll] values for the actor's rotation, defaults to [0, 0, 0]
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+ - `scale` (array, optional) - [X, Y, Z] values for the actor's scale, defaults to [1, 1, 1]
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+
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+ **Returns:**
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+ - Information about the spawned actor including success status and message
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+
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+ **Example:**
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+ ```json
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+ {
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+ "command": "spawn_blueprint_actor",
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+ "params": {
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+ "blueprint_name": "MyActor",
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+ "actor_name": "MyActorInstance",
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+ "location": [0, 0, 100],
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+ "rotation": [0, 45, 0],
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+ "scale": [1, 1, 1]
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+ }
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+ }
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+ ```
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+
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+ ## Error Handling
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+
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+ All command responses include a "success" field indicating whether the operation succeeded, and a "message" field with details in case of failure.
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+
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+ ```json
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+ {
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+ "success": false,
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+ "message": "Failed to connect to Unreal Engine"
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+ }
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+ ```
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+
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+ ## Implementation Notes
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+
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+ - All transform arrays (location, rotation, scale) must contain exactly 3 float values
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+ - Empty lists for transform parameters will be automatically converted to default values
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+ - The server maintains detailed logging of all operations
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+ - All commands require a successful connection to the Unreal Engine editor
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+ - Failed operations will return detailed error messages in the response
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+ - Component types should be specified without the 'U' prefix (e.g., "StaticMeshComponent" instead of "UStaticMeshComponent")
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+ - For socket-based communication, refer to the test scripts in unreal-mcp/Python/scripts/blueprints for examples
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+ # Unreal MCP Editor Tools
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+
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+ This document provides detailed information about the editor tools available in the Unreal MCP integration.
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+
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+ ## Overview
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+
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+ Editor tools allow you to control the Unreal Editor viewport and other editor functionality through MCP commands. These tools are particularly useful for automating tasks like focusing the camera on specific actors or locations.
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+
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+ ## Editor Tools
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+
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+ ### focus_viewport
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+
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+ Focus the viewport on a specific actor or location.
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+
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+ **Parameters:**
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+ - `target` (string, optional) - Name of the actor to focus on (if provided, location is ignored)
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+ - `location` (array, optional) - [X, Y, Z] coordinates to focus on (used if target is None)
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+ - `distance` (float, optional) - Distance from the target/location (default: 1000.0)
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+ - `orientation` (array, optional) - [Pitch, Yaw, Roll] for the viewport camera
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+
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+ **Returns:**
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+ - Response from Unreal Engine containing the result of the focus operation
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+
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+ **Example:**
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+ ```json
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+ {
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+ "command": "focus_viewport",
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+ "params": {
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+ "target": "PlayerStart",
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+ "distance": 500,
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+ "orientation": [0, 180, 0]
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+ }
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+ }
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+ ```
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+
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+ ### take_screenshot
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+
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+ Capture a screenshot of the viewport.
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+
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+ **Parameters:**
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+ - `filename` (string, optional) - Name of the file to save the screenshot as (default: "screenshot.png")
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+ - `show_ui` (boolean, optional) - Whether to include UI elements in the screenshot (default: false)
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+ - `resolution` (array, optional) - [Width, Height] for the screenshot
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+
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+ **Returns:**
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+ - Result of the screenshot operation
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+
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+ **Example:**
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+ ```json
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+ {
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+ "command": "take_screenshot",
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+ "params": {
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+ "filename": "my_scene.png",
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+ "show_ui": false,
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+ "resolution": [1920, 1080]
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+ }
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+ }
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+ ```
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+
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+ ## Error Handling
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+
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+ All command responses include a "status" field indicating whether the operation succeeded, and an optional "message" field with details in case of failure.
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+
64
+ ```json
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+ {
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+ "status": "error",
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+ "message": "Failed to get active viewport"
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+ }
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+ ```
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+
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+ ## Usage Examples
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+
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+ ### Python Example
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+
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+ ```python
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+ from unreal_mcp_server import get_unreal_connection
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+
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+ # Get connection to Unreal Engine
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+ unreal = get_unreal_connection()
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+
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+ # Focus on a specific actor
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+ focus_response = unreal.send_command("focus_viewport", {
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+ "target": "PlayerStart",
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+ "distance": 500,
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+ "orientation": [0, 180, 0]
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+ })
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+ print(focus_response)
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+
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+ # Take a screenshot
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+ screenshot_response = unreal.send_command("take_screenshot", {"filename": "my_scene.png"})
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+ print(screenshot_response)
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+ ```
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+
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+ ## Troubleshooting
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+
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+ - **Command fails with "Failed to get active viewport"**: Make sure Unreal Editor is running and has an active viewport.
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+ - **Actor not found**: Verify that the actor name is correct and the actor exists in the current level.
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+ - **Invalid parameters**: Ensure that location and orientation arrays contain exactly 3 values (X, Y, Z for location; Pitch, Yaw, Roll for orientation).
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+
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+ ## Future Enhancements
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+
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+ - Support for setting viewport display mode (wireframe, lit, etc.)
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+ - Camera animation paths for cinematic viewport control
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+ - Support for multiple viewports
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+ # Unreal MCP Node Tools
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+
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+ This document provides detailed information about the Blueprint node tools available in the Unreal MCP integration.
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+
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+ ## Overview
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+
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+ Node tools allow you to manipulate Blueprint graph nodes and connections programmatically, including adding event nodes, function nodes, variables, and creating connections between nodes.
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+
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+ ## Node Tools
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+
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+ ### add_blueprint_event_node
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+
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+ Add an event node to a Blueprint's event graph.
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+
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+ **Parameters:**
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+ - `blueprint_name` (string) - Name of the target Blueprint
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+ - `event_type` (string) - Type of event (BeginPlay, Tick, etc.)
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+ - `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0])
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+
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+ **Returns:**
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+ - Response containing the node ID and success status
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+
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+ **Example:**
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+ ```json
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+ {
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+ "command": "add_blueprint_event_node",
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+ "params": {
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+ "blueprint_name": "MyActor",
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+ "event_type": "BeginPlay",
30
+ "node_position": [100, 100]
31
+ }
32
+ }
33
+ ```
34
+
35
+ ### add_blueprint_input_action_node
36
+
37
+ Add an input action event node to a Blueprint's event graph.
38
+
39
+ **Parameters:**
40
+ - `blueprint_name` (string) - Name of the target Blueprint
41
+ - `action_name` (string) - Name of the input action to respond to
42
+ - `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0])
43
+
44
+ **Returns:**
45
+ - Response containing the node ID and success status
46
+
47
+ **Example:**
48
+ ```json
49
+ {
50
+ "command": "add_blueprint_input_action_node",
51
+ "params": {
52
+ "blueprint_name": "MyActor",
53
+ "action_name": "Jump",
54
+ "node_position": [200, 200]
55
+ }
56
+ }
57
+ ```
58
+
59
+ ### add_blueprint_function_node
60
+
61
+ Add a function call node to a Blueprint's event graph.
62
+
63
+ **Parameters:**
64
+ - `blueprint_name` (string) - Name of the target Blueprint
65
+ - `target` (string) - Target object for the function (component name or self)
66
+ - `function_name` (string) - Name of the function to call
67
+ - `params` (object, optional) - Parameters to set on the function node
68
+ - `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0])
69
+
70
+ **Returns:**
71
+ - Response containing the node ID and success status
72
+
73
+ **Example:**
74
+ ```json
75
+ {
76
+ "command": "add_blueprint_function_node",
77
+ "params": {
78
+ "blueprint_name": "MyActor",
79
+ "target": "Mesh",
80
+ "function_name": "SetRelativeLocation",
81
+ "params": {
82
+ "NewLocation": [0, 0, 100]
83
+ },
84
+ "node_position": [300, 300]
85
+ }
86
+ }
87
+ ```
88
+
89
+ ### connect_blueprint_nodes
90
+
91
+ Connect two nodes in a Blueprint's event graph.
92
+
93
+ **Parameters:**
94
+ - `blueprint_name` (string) - Name of the target Blueprint
95
+ - `source_node_id` (string) - ID of the source node
96
+ - `source_pin` (string) - Name of the output pin on the source node
97
+ - `target_node_id` (string) - ID of the target node
98
+ - `target_pin` (string) - Name of the input pin on the target node
99
+
100
+ **Returns:**
101
+ - Response indicating success or failure
102
+
103
+ **Example:**
104
+ ```json
105
+ {
106
+ "command": "connect_blueprint_nodes",
107
+ "params": {
108
+ "blueprint_name": "MyActor",
109
+ "source_node_id": "node_1",
110
+ "source_pin": "exec",
111
+ "target_node_id": "node_2",
112
+ "target_pin": "exec"
113
+ }
114
+ }
115
+ ```
116
+
117
+ ### add_blueprint_variable
118
+
119
+ Add a variable to a Blueprint.
120
+
121
+ **Parameters:**
122
+ - `blueprint_name` (string) - Name of the target Blueprint
123
+ - `variable_name` (string) - Name of the variable
124
+ - `variable_type` (string) - Type of the variable (Boolean, Integer, Float, Vector, etc.)
125
+ - `default_value` (any, optional) - Default value for the variable
126
+ - `is_exposed` (boolean, optional) - Whether to expose the variable to the editor (default: false)
127
+
128
+ **Returns:**
129
+ - Response indicating success or failure
130
+
131
+ **Example:**
132
+ ```json
133
+ {
134
+ "command": "add_blueprint_variable",
135
+ "params": {
136
+ "blueprint_name": "MyActor",
137
+ "variable_name": "Health",
138
+ "variable_type": "Float",
139
+ "default_value": 100.0,
140
+ "is_exposed": true
141
+ }
142
+ }
143
+ ```
144
+
145
+ ### create_input_mapping
146
+
147
+ Create an input mapping for the project.
148
+
149
+ **Parameters:**
150
+ - `action_name` (string) - Name of the input action
151
+ - `key` (string) - Key to bind (SpaceBar, LeftMouseButton, etc.)
152
+ - `input_type` (string, optional) - Type of input mapping (Action or Axis, default: "Action")
153
+
154
+ **Returns:**
155
+ - Response indicating success or failure
156
+
157
+ **Example:**
158
+ ```json
159
+ {
160
+ "command": "create_input_mapping",
161
+ "params": {
162
+ "action_name": "Jump",
163
+ "key": "SpaceBar",
164
+ "input_type": "Action"
165
+ }
166
+ }
167
+ ```
168
+
169
+ ### add_blueprint_get_self_component_reference
170
+
171
+ Add a node that gets a reference to a component owned by the current Blueprint.
172
+
173
+ **Parameters:**
174
+ - `blueprint_name` (string) - Name of the target Blueprint
175
+ - `component_name` (string) - Name of the component to get a reference to
176
+ - `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0])
177
+
178
+ **Returns:**
179
+ - Response containing the node ID and success status
180
+
181
+ **Example:**
182
+ ```json
183
+ {
184
+ "command": "add_blueprint_get_self_component_reference",
185
+ "params": {
186
+ "blueprint_name": "MyActor",
187
+ "component_name": "Mesh",
188
+ "node_position": [400, 400]
189
+ }
190
+ }
191
+ ```
192
+
193
+ ### add_blueprint_self_reference
194
+
195
+ Add a 'Get Self' node to a Blueprint's event graph.
196
+
197
+ **Parameters:**
198
+ - `blueprint_name` (string) - Name of the target Blueprint
199
+ - `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0])
200
+
201
+ **Returns:**
202
+ - Response containing the node ID and success status
203
+
204
+ **Example:**
205
+ ```json
206
+ {
207
+ "command": "add_blueprint_self_reference",
208
+ "params": {
209
+ "blueprint_name": "MyActor",
210
+ "node_position": [500, 500]
211
+ }
212
+ }
213
+ ```
214
+
215
+ ### find_blueprint_nodes
216
+
217
+ Find nodes in a Blueprint's event graph.
218
+
219
+ **Parameters:**
220
+ - `blueprint_name` (string) - Name of the target Blueprint
221
+ - `node_type` (string, optional) - Type of node to find (Event, Function, Variable, etc.)
222
+ - `event_type` (string, optional) - Specific event type to find (BeginPlay, Tick, etc.)
223
+
224
+ **Returns:**
225
+ - Response containing array of found node IDs and success status
226
+
227
+ **Example:**
228
+ ```json
229
+ {
230
+ "command": "find_blueprint_nodes",
231
+ "params": {
232
+ "blueprint_name": "MyActor",
233
+ "node_type": "Event",
234
+ "event_type": "BeginPlay"
235
+ }
236
+ }
237
+ ```
238
+
239
+ ## Error Handling
240
+
241
+ All command responses include a "success" field indicating whether the operation succeeded, and an optional "message" field with details in case of failure.
242
+
243
+ ```json
244
+ {
245
+ "success": false,
246
+ "message": "Blueprint 'MyActor' not found in the project",
247
+ "command": "add_blueprint_event_node"
248
+ }
249
+ ```
250
+
251
+ ## Type Reference
252
+
253
+ ### Node Types
254
+
255
+ Common node types for the `find_blueprint_nodes` command:
256
+
257
+ - `Event` - Event nodes (BeginPlay, Tick, etc.)
258
+ - `Function` - Function call nodes
259
+ - `Variable` - Variable nodes
260
+ - `Component` - Component reference nodes
261
+ - `Self` - Self reference nodes
262
+
263
+ ### Variable Types
264
+
265
+ Common variable types for the `add_blueprint_variable` command:
266
+
267
+ - `Boolean` - True/false values
268
+ - `Integer` - Whole numbers
269
+ - `Float` - Decimal numbers
270
+ - `Vector` - 3D vector values
271
+ - `String` - Text values
272
+ - `Object Reference` - References to other objects
273
+ - `Actor Reference` - References to actors
274
+ - `Component Reference` - References to components
@@ -0,0 +1,8 @@
1
+ [FilterPlugin]
2
+ ; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
3
+ ; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
4
+ ;
5
+ ; Examples:
6
+ ; /README.txt
7
+ ; /Extras/...
8
+ ; /Binaries/ThirdParty/*.dll