flockbay 0.10.49 → 0.10.52

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Files changed (74) hide show
  1. package/README.md +60 -60
  2. package/bin/flockbay-mcp.mjs +62 -62
  3. package/bin/flockbay.mjs +95 -95
  4. package/dist/{index-r3VTdgFI.cjs → index-IntvnrmZ.cjs} +71 -14
  5. package/dist/{index-D8AeVbvv.mjs → index-wkeSi0iC.mjs} +70 -13
  6. package/dist/index.cjs +2 -2
  7. package/dist/index.mjs +2 -2
  8. package/dist/lib.cjs +1 -1
  9. package/dist/lib.mjs +1 -1
  10. package/dist/{migratePlugin-CEvGPul8.mjs → migratePlugin-C71hAoc5.mjs} +12 -2
  11. package/dist/{migratePlugin-wFK-k3Wk.cjs → migratePlugin-D1XjjWFq.cjs} +12 -2
  12. package/dist/{runCodex-DuyuYqoB.cjs → runCodex-B7i_ICoQ.cjs} +34 -23
  13. package/dist/{runCodex-ZfUyhHF6.mjs → runCodex-BSx-hCu6.mjs} +34 -23
  14. package/dist/{runGemini-DBU1mMdp.mjs → runGemini-Dwyh7_WI.mjs} +2 -2
  15. package/dist/{runGemini-D7j5Y5TF.cjs → runGemini-gBKR3rdL.cjs} +2 -2
  16. package/dist/{types-DNr0xwSy.cjs → types-5z8UADAi.cjs} +224 -15
  17. package/dist/{types-BRJuZQj_.mjs → types-Bgzap7qR.mjs} +224 -16
  18. package/package.json +131 -131
  19. package/scripts/claude_local_launcher.cjs +72 -72
  20. package/scripts/claude_remote_launcher.cjs +15 -15
  21. package/scripts/claude_version_utils.cjs +445 -445
  22. package/scripts/ripgrep_launcher.cjs +32 -32
  23. package/scripts/run-with-root-env.mjs +37 -32
  24. package/scripts/session_hook_forwarder.cjs +49 -49
  25. package/scripts/test-codex-abort-history.mjs +77 -77
  26. package/scripts/unpack-tools.cjs +244 -244
  27. package/tools/licenses/difftastic-LICENSE +21 -21
  28. package/tools/licenses/ripgrep-LICENSE +3 -3
  29. package/tools/unreal-mcp/UPSTREAM_VERSION.md +8 -8
  30. package/tools/unreal-mcp/upstream/Docs/README.md +8 -8
  31. package/tools/unreal-mcp/upstream/Docs/Tools/README.md +6 -6
  32. package/tools/unreal-mcp/upstream/Docs/Tools/actor_tools.md +183 -183
  33. package/tools/unreal-mcp/upstream/Docs/Tools/blueprint_tools.md +268 -268
  34. package/tools/unreal-mcp/upstream/Docs/Tools/editor_tools.md +104 -104
  35. package/tools/unreal-mcp/upstream/Docs/Tools/node_tools.md +274 -274
  36. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Config/FilterPlugin.ini +8 -8
  37. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/FlockbayMCP.uplugin +36 -36
  38. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/FlockbayMCP.Build.cs +82 -82
  39. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPBlueprintCommands.cpp +1364 -1364
  40. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPBlueprintNodeCommands.cpp +1310 -1310
  41. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPCommandSchema.cpp +756 -756
  42. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPCommonUtils.cpp +1177 -1177
  43. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPEditorCommands.cpp +2618 -2618
  44. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPProjectCommands.cpp +71 -71
  45. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPUMGCommands.cpp +543 -543
  46. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/MCPServerRunnable.cpp +372 -372
  47. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/UnrealMCPBridge.cpp +457 -457
  48. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/UnrealMCPModule.cpp +21 -21
  49. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPBlueprintCommands.h +35 -35
  50. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPBlueprintNodeCommands.h +30 -30
  51. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPCommandSchema.h +41 -41
  52. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPCommonUtils.h +59 -59
  53. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPEditorCommands.h +61 -61
  54. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPProjectCommands.h +20 -20
  55. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPUMGCommands.h +82 -82
  56. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/MCPServerRunnable.h +33 -33
  57. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/UnrealMCPBridge.h +64 -64
  58. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/UnrealMCPModule.h +22 -22
  59. package/tools/unreal-mcp/upstream/Python/README.md +39 -39
  60. package/tools/unreal-mcp/upstream/Python/pyproject.toml +22 -22
  61. package/tools/unreal-mcp/upstream/Python/scripts/actors/test_cube.py +202 -202
  62. package/tools/unreal-mcp/upstream/Python/scripts/blueprints/test_create_and_spawn_blueprints_with_different_components.py +496 -496
  63. package/tools/unreal-mcp/upstream/Python/scripts/blueprints/test_create_and_spawn_cube_blueprint.py +193 -193
  64. package/tools/unreal-mcp/upstream/Python/scripts/node/test_component_reference.py +266 -266
  65. package/tools/unreal-mcp/upstream/Python/scripts/node/test_create_bird_blueprint_with_input_and_camera.py +617 -617
  66. package/tools/unreal-mcp/upstream/Python/scripts/node/test_input_mapping.py +365 -365
  67. package/tools/unreal-mcp/upstream/Python/scripts/node/test_physics_variables.py +389 -389
  68. package/tools/unreal-mcp/upstream/Python/tools/blueprint_tools.py +419 -419
  69. package/tools/unreal-mcp/upstream/Python/tools/editor_tools.py +369 -369
  70. package/tools/unreal-mcp/upstream/Python/tools/node_tools.py +429 -429
  71. package/tools/unreal-mcp/upstream/Python/tools/project_tools.py +63 -63
  72. package/tools/unreal-mcp/upstream/Python/tools/umg_tools.py +332 -332
  73. package/tools/unreal-mcp/upstream/Python/unreal_mcp_server.py +398 -398
  74. package/tools/unreal-mcp/upstream/Python/uv.lock +521 -521
@@ -1,268 +1,268 @@
1
- # 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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- {
52
- "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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-
76
- **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
81
- {
82
- "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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- {
107
- "command": "set_component_property",
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- "params": {
109
- "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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-
117
- ### set_physics_properties
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-
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- Set physics properties on a component.
120
-
121
- **Parameters:**
122
- - `blueprint_name` (string) - The name of the Blueprint
123
- - `component_name` (string) - The name of the component
124
- - `simulate_physics` (boolean, optional) - Whether to simulate physics, defaults to true
125
- - `gravity_enabled` (boolean, optional) - Whether gravity is enabled, defaults to true
126
- - `mass` (float, optional) - The mass of the component, defaults to 1.0
127
- - `linear_damping` (float, optional) - Linear damping value, defaults to 0.01
128
- - `angular_damping` (float, optional) - Angular damping value, defaults to 0.0
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-
130
- **Returns:**
131
- - Result of the physics properties setting operation including success status and message
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-
133
- **Example:**
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- ```json
135
- {
136
- "command": "set_physics_properties",
137
- "params": {
138
- "blueprint_name": "MyActor",
139
- "component_name": "Mesh",
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- "simulate_physics": true,
141
- "gravity_enabled": true,
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- "mass": 10.0,
143
- "linear_damping": 0.05,
144
- "angular_damping": 0.1
145
- }
146
- }
147
- ```
148
-
149
- ### compile_blueprint
150
-
151
- Compile a Blueprint.
152
-
153
- **Parameters:**
154
- - `blueprint_name` (string) - The name of the Blueprint to compile
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-
156
- **Returns:**
157
- - Result of the compilation operation including success status and message
158
-
159
- **Example:**
160
- ```json
161
- {
162
- "command": "compile_blueprint",
163
- "params": {
164
- "blueprint_name": "MyActor"
165
- }
166
- }
167
- ```
168
-
169
- ### set_blueprint_property
170
-
171
- Set a property on a Blueprint class default object.
172
-
173
- **Parameters:**
174
- - `blueprint_name` (string) - The name of the Blueprint
175
- - `property_name` (string) - The name of the property to set
176
- - `property_value` (any) - The value to set for the property
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-
178
- **Returns:**
179
- - Result of the property setting operation including success status and message
180
-
181
- **Example:**
182
- ```json
183
- {
184
- "command": "set_blueprint_property",
185
- "params": {
186
- "blueprint_name": "MyActor",
187
- "property_name": "bCanBeDamaged",
188
- "property_value": true
189
- }
190
- }
191
- ```
192
-
193
- ### set_pawn_properties
194
-
195
- Set common Pawn properties on a Blueprint.
196
-
197
- **Parameters:**
198
- - `blueprint_name` (string) - Name of the target Blueprint (must be a Pawn or Character)
199
- - `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
201
- - `use_controller_rotation_pitch` (boolean, optional) - Whether the pawn should use the controller's pitch rotation, defaults to false
202
- - `use_controller_rotation_roll` (boolean, optional) - Whether the pawn should use the controller's roll rotation, defaults to false
203
- - `can_be_damaged` (boolean, optional) - Whether the pawn can be damaged, defaults to true
204
-
205
- **Returns:**
206
- - Response indicating success or failure with detailed results for each property
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-
208
- **Example:**
209
- ```json
210
- {
211
- "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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-
221
- ### spawn_blueprint_actor
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-
223
- Spawn an actor from a Blueprint.
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-
225
- **Parameters:**
226
- - `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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-
249
- ## Error Handling
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-
251
- 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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- {
255
- "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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-
260
- ## Implementation Notes
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-
262
- - 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
1
+ # Unreal MCP Blueprint Tools
2
+
3
+ This document provides detailed information about the Blueprint tools available in the Unreal MCP integration.
4
+
5
+ ## Overview
6
+
7
+ 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.
8
+
9
+ ## Blueprint Tools
10
+
11
+ ### create_blueprint
12
+
13
+ Create a new Blueprint class.
14
+
15
+ **Parameters:**
16
+ - `name` (string) - The name for the new Blueprint class
17
+ - `parent_class` (string) - The parent class for the Blueprint
18
+
19
+ **Returns:**
20
+ - Information about the created Blueprint including success status and message
21
+
22
+ **Example:**
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+ ```json
24
+ {
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+ "command": "create_blueprint",
26
+ "params": {
27
+ "name": "MyActor",
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+ "parent_class": "Actor"
29
+ }
30
+ }
31
+ ```
32
+
33
+ ### add_component_to_blueprint
34
+
35
+ Add a component to a Blueprint.
36
+
37
+ **Parameters:**
38
+ - `blueprint_name` (string) - The name of the Blueprint
39
+ - `component_type` (string) - The type of component to add (use component class name without U prefix)
40
+ - `component_name` (string) - The name for the new component
41
+ - `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]
44
+ - `component_properties` (object, optional) - Additional properties to set on the component
45
+
46
+ **Returns:**
47
+ - Information about the added component including success status and message
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+
49
+ **Example:**
50
+ ```json
51
+ {
52
+ "command": "add_component_to_blueprint",
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+ "params": {
54
+ "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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+ }
63
+ }
64
+ }
65
+ ```
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+
67
+ ### set_static_mesh_properties
68
+
69
+ Set the mesh for a StaticMeshComponent.
70
+
71
+ **Parameters:**
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+ - `blueprint_name` (string) - The name of the Blueprint
73
+ - `component_name` (string) - The name of the StaticMeshComponent
74
+ - `static_mesh` (string, default: "/Engine/BasicShapes/Cube.Cube") - Path to the static mesh asset
75
+
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+ **Returns:**
77
+ - Result of the mesh setting operation including success status and message
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+
79
+ **Example:**
80
+ ```json
81
+ {
82
+ "command": "set_static_mesh_properties",
83
+ "params": {
84
+ "blueprint_name": "MyActor",
85
+ "component_name": "Mesh",
86
+ "static_mesh": "/Engine/BasicShapes/Sphere.Sphere"
87
+ }
88
+ }
89
+ ```
90
+
91
+ ### set_component_property
92
+
93
+ Set a property on a component in a Blueprint.
94
+
95
+ **Parameters:**
96
+ - `blueprint_name` (string) - The name of the Blueprint
97
+ - `component_name` (string) - The name of the component
98
+ - `property_name` (string) - The name of the property to set
99
+ - `property_value` (any) - The value to set for the property
100
+
101
+ **Returns:**
102
+ - Result of the property setting operation including success status and message
103
+
104
+ **Example:**
105
+ ```json
106
+ {
107
+ "command": "set_component_property",
108
+ "params": {
109
+ "blueprint_name": "MyActor",
110
+ "component_name": "Mesh",
111
+ "property_name": "StaticMesh",
112
+ "property_value": "/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube"
113
+ }
114
+ }
115
+ ```
116
+
117
+ ### set_physics_properties
118
+
119
+ Set physics properties on a component.
120
+
121
+ **Parameters:**
122
+ - `blueprint_name` (string) - The name of the Blueprint
123
+ - `component_name` (string) - The name of the component
124
+ - `simulate_physics` (boolean, optional) - Whether to simulate physics, defaults to true
125
+ - `gravity_enabled` (boolean, optional) - Whether gravity is enabled, defaults to true
126
+ - `mass` (float, optional) - The mass of the component, defaults to 1.0
127
+ - `linear_damping` (float, optional) - Linear damping value, defaults to 0.01
128
+ - `angular_damping` (float, optional) - Angular damping value, defaults to 0.0
129
+
130
+ **Returns:**
131
+ - Result of the physics properties setting operation including success status and message
132
+
133
+ **Example:**
134
+ ```json
135
+ {
136
+ "command": "set_physics_properties",
137
+ "params": {
138
+ "blueprint_name": "MyActor",
139
+ "component_name": "Mesh",
140
+ "simulate_physics": true,
141
+ "gravity_enabled": true,
142
+ "mass": 10.0,
143
+ "linear_damping": 0.05,
144
+ "angular_damping": 0.1
145
+ }
146
+ }
147
+ ```
148
+
149
+ ### compile_blueprint
150
+
151
+ Compile a Blueprint.
152
+
153
+ **Parameters:**
154
+ - `blueprint_name` (string) - The name of the Blueprint to compile
155
+
156
+ **Returns:**
157
+ - Result of the compilation operation including success status and message
158
+
159
+ **Example:**
160
+ ```json
161
+ {
162
+ "command": "compile_blueprint",
163
+ "params": {
164
+ "blueprint_name": "MyActor"
165
+ }
166
+ }
167
+ ```
168
+
169
+ ### set_blueprint_property
170
+
171
+ Set a property on a Blueprint class default object.
172
+
173
+ **Parameters:**
174
+ - `blueprint_name` (string) - The name of the Blueprint
175
+ - `property_name` (string) - The name of the property to set
176
+ - `property_value` (any) - The value to set for the property
177
+
178
+ **Returns:**
179
+ - Result of the property setting operation including success status and message
180
+
181
+ **Example:**
182
+ ```json
183
+ {
184
+ "command": "set_blueprint_property",
185
+ "params": {
186
+ "blueprint_name": "MyActor",
187
+ "property_name": "bCanBeDamaged",
188
+ "property_value": true
189
+ }
190
+ }
191
+ ```
192
+
193
+ ### set_pawn_properties
194
+
195
+ Set common Pawn properties on a Blueprint.
196
+
197
+ **Parameters:**
198
+ - `blueprint_name` (string) - Name of the target Blueprint (must be a Pawn or Character)
199
+ - `auto_possess_player` (string, optional) - Auto possess player setting (None, "Disabled", "Player0", "Player1", etc.), defaults to empty string
200
+ - `use_controller_rotation_yaw` (boolean, optional) - Whether the pawn should use the controller's yaw rotation, defaults to false
201
+ - `use_controller_rotation_pitch` (boolean, optional) - Whether the pawn should use the controller's pitch rotation, defaults to false
202
+ - `use_controller_rotation_roll` (boolean, optional) - Whether the pawn should use the controller's roll rotation, defaults to false
203
+ - `can_be_damaged` (boolean, optional) - Whether the pawn can be damaged, defaults to true
204
+
205
+ **Returns:**
206
+ - Response indicating success or failure with detailed results for each property
207
+
208
+ **Example:**
209
+ ```json
210
+ {
211
+ "command": "set_pawn_properties",
212
+ "params": {
213
+ "blueprint_name": "MyPawn",
214
+ "auto_possess_player": "Player0",
215
+ "use_controller_rotation_yaw": true,
216
+ "can_be_damaged": true
217
+ }
218
+ }
219
+ ```
220
+
221
+ ### spawn_blueprint_actor
222
+
223
+ Spawn an actor from a Blueprint.
224
+
225
+ **Parameters:**
226
+ - `blueprint_name` (string) - The name of the Blueprint to spawn
227
+ - `actor_name` (string) - The name for the spawned actor
228
+ - `location` (array, optional) - [X, Y, Z] coordinates for the actor's position, defaults to [0, 0, 0]
229
+ - `rotation` (array, optional) - [Pitch, Yaw, Roll] values for the actor's rotation, defaults to [0, 0, 0]
230
+ - `scale` (array, optional) - [X, Y, Z] values for the actor's scale, defaults to [1, 1, 1]
231
+
232
+ **Returns:**
233
+ - Information about the spawned actor including success status and message
234
+
235
+ **Example:**
236
+ ```json
237
+ {
238
+ "command": "spawn_blueprint_actor",
239
+ "params": {
240
+ "blueprint_name": "MyActor",
241
+ "actor_name": "MyActorInstance",
242
+ "location": [0, 0, 100],
243
+ "rotation": [0, 45, 0],
244
+ "scale": [1, 1, 1]
245
+ }
246
+ }
247
+ ```
248
+
249
+ ## Error Handling
250
+
251
+ All command responses include a "success" field indicating whether the operation succeeded, and a "message" field with details in case of failure.
252
+
253
+ ```json
254
+ {
255
+ "success": false,
256
+ "message": "Failed to connect to Unreal Engine"
257
+ }
258
+ ```
259
+
260
+ ## Implementation Notes
261
+
262
+ - All transform arrays (location, rotation, scale) must contain exactly 3 float values
263
+ - Empty lists for transform parameters will be automatically converted to default values
264
+ - The server maintains detailed logging of all operations
265
+ - All commands require a successful connection to the Unreal Engine editor
266
+ - Failed operations will return detailed error messages in the response
267
+ - Component types should be specified without the 'U' prefix (e.g., "StaticMeshComponent" instead of "UStaticMeshComponent")
268
+ - For socket-based communication, refer to the test scripts in unreal-mcp/Python/scripts/blueprints for examples