flockbay 0.10.49 → 0.10.52
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 +60 -60
- package/bin/flockbay-mcp.mjs +62 -62
- package/bin/flockbay.mjs +95 -95
- package/dist/{index-r3VTdgFI.cjs → index-IntvnrmZ.cjs} +71 -14
- package/dist/{index-D8AeVbvv.mjs → index-wkeSi0iC.mjs} +70 -13
- package/dist/index.cjs +2 -2
- package/dist/index.mjs +2 -2
- package/dist/lib.cjs +1 -1
- package/dist/lib.mjs +1 -1
- package/dist/{migratePlugin-CEvGPul8.mjs → migratePlugin-C71hAoc5.mjs} +12 -2
- package/dist/{migratePlugin-wFK-k3Wk.cjs → migratePlugin-D1XjjWFq.cjs} +12 -2
- package/dist/{runCodex-DuyuYqoB.cjs → runCodex-B7i_ICoQ.cjs} +34 -23
- package/dist/{runCodex-ZfUyhHF6.mjs → runCodex-BSx-hCu6.mjs} +34 -23
- package/dist/{runGemini-DBU1mMdp.mjs → runGemini-Dwyh7_WI.mjs} +2 -2
- package/dist/{runGemini-D7j5Y5TF.cjs → runGemini-gBKR3rdL.cjs} +2 -2
- package/dist/{types-DNr0xwSy.cjs → types-5z8UADAi.cjs} +224 -15
- package/dist/{types-BRJuZQj_.mjs → types-Bgzap7qR.mjs} +224 -16
- package/package.json +131 -131
- package/scripts/claude_local_launcher.cjs +72 -72
- package/scripts/claude_remote_launcher.cjs +15 -15
- package/scripts/claude_version_utils.cjs +445 -445
- package/scripts/ripgrep_launcher.cjs +32 -32
- package/scripts/run-with-root-env.mjs +37 -32
- package/scripts/session_hook_forwarder.cjs +49 -49
- package/scripts/test-codex-abort-history.mjs +77 -77
- package/scripts/unpack-tools.cjs +244 -244
- package/tools/licenses/difftastic-LICENSE +21 -21
- package/tools/licenses/ripgrep-LICENSE +3 -3
- package/tools/unreal-mcp/UPSTREAM_VERSION.md +8 -8
- package/tools/unreal-mcp/upstream/Docs/README.md +8 -8
- package/tools/unreal-mcp/upstream/Docs/Tools/README.md +6 -6
- package/tools/unreal-mcp/upstream/Docs/Tools/actor_tools.md +183 -183
- package/tools/unreal-mcp/upstream/Docs/Tools/blueprint_tools.md +268 -268
- package/tools/unreal-mcp/upstream/Docs/Tools/editor_tools.md +104 -104
- package/tools/unreal-mcp/upstream/Docs/Tools/node_tools.md +274 -274
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Config/FilterPlugin.ini +8 -8
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/FlockbayMCP.uplugin +36 -36
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/FlockbayMCP.Build.cs +82 -82
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPBlueprintCommands.cpp +1364 -1364
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPBlueprintNodeCommands.cpp +1310 -1310
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPCommandSchema.cpp +756 -756
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPCommonUtils.cpp +1177 -1177
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPEditorCommands.cpp +2618 -2618
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPProjectCommands.cpp +71 -71
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPUMGCommands.cpp +543 -543
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/MCPServerRunnable.cpp +372 -372
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/UnrealMCPBridge.cpp +457 -457
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/UnrealMCPModule.cpp +21 -21
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPBlueprintCommands.h +35 -35
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPBlueprintNodeCommands.h +30 -30
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPCommandSchema.h +41 -41
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPCommonUtils.h +59 -59
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPEditorCommands.h +61 -61
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPProjectCommands.h +20 -20
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPUMGCommands.h +82 -82
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/MCPServerRunnable.h +33 -33
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/UnrealMCPBridge.h +64 -64
- package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/UnrealMCPModule.h +22 -22
- package/tools/unreal-mcp/upstream/Python/README.md +39 -39
- package/tools/unreal-mcp/upstream/Python/pyproject.toml +22 -22
- package/tools/unreal-mcp/upstream/Python/scripts/actors/test_cube.py +202 -202
- package/tools/unreal-mcp/upstream/Python/scripts/blueprints/test_create_and_spawn_blueprints_with_different_components.py +496 -496
- package/tools/unreal-mcp/upstream/Python/scripts/blueprints/test_create_and_spawn_cube_blueprint.py +193 -193
- package/tools/unreal-mcp/upstream/Python/scripts/node/test_component_reference.py +266 -266
- package/tools/unreal-mcp/upstream/Python/scripts/node/test_create_bird_blueprint_with_input_and_camera.py +617 -617
- package/tools/unreal-mcp/upstream/Python/scripts/node/test_input_mapping.py +365 -365
- package/tools/unreal-mcp/upstream/Python/scripts/node/test_physics_variables.py +389 -389
- package/tools/unreal-mcp/upstream/Python/tools/blueprint_tools.py +419 -419
- package/tools/unreal-mcp/upstream/Python/tools/editor_tools.py +369 -369
- package/tools/unreal-mcp/upstream/Python/tools/node_tools.py +429 -429
- package/tools/unreal-mcp/upstream/Python/tools/project_tools.py +63 -63
- package/tools/unreal-mcp/upstream/Python/tools/umg_tools.py +332 -332
- package/tools/unreal-mcp/upstream/Python/unreal_mcp_server.py +398 -398
- package/tools/unreal-mcp/upstream/Python/uv.lock +521 -521
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# Unreal MCP Blueprint Tools
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This document provides detailed information about the Blueprint tools available in the Unreal MCP integration.
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## Overview
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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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## Blueprint Tools
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### create_blueprint
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Create a new Blueprint class.
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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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**Returns:**
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- Information about the created Blueprint including success status and message
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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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### add_component_to_blueprint
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Add a component to a Blueprint.
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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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**Returns:**
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- Information about the added component including success status and message
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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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### set_static_mesh_properties
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Set the mesh for a StaticMeshComponent.
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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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**Returns:**
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- Result of the mesh setting operation including success status and message
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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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### set_component_property
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Set a property on a component in a Blueprint.
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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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**Returns:**
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- Result of the property setting operation including success status and message
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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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### set_physics_properties
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Set physics properties on a component.
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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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**Returns:**
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- Result of the physics properties setting operation including success status and message
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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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**Parameters:**
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- `blueprint_name` (string) - The name of the Blueprint to compile
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**Returns:**
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- Result of the compilation operation including success status and message
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**Example:**
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```json
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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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### set_blueprint_property
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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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**Returns:**
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**Example:**
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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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**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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**Returns:**
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**Example:**
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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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### spawn_blueprint_actor
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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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|
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"command": "spawn_blueprint_actor",
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"params": {
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|
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"blueprint_name": "MyActor",
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|
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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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245
|
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}
|
|
246
|
-
}
|
|
247
|
-
```
|
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248
|
-
|
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249
|
-
## Error Handling
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250
|
-
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|
251
|
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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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{
|
|
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|
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"success": false,
|
|
256
|
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"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
|
|
1
|
+
# Unreal MCP Blueprint Tools
|
|
2
|
+
|
|
3
|
+
This document provides detailed information about the Blueprint tools available in the Unreal MCP integration.
|
|
4
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+
|
|
5
|
+
## Overview
|
|
6
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+
|
|
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:**
|
|
23
|
+
```json
|
|
24
|
+
{
|
|
25
|
+
"command": "create_blueprint",
|
|
26
|
+
"params": {
|
|
27
|
+
"name": "MyActor",
|
|
28
|
+
"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]
|
|
42
|
+
- `rotation` (array, optional) - [Pitch, Yaw, Roll] values for component's rotation, defaults to [0, 0, 0]
|
|
43
|
+
- `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
|
|
48
|
+
|
|
49
|
+
**Example:**
|
|
50
|
+
```json
|
|
51
|
+
{
|
|
52
|
+
"command": "add_component_to_blueprint",
|
|
53
|
+
"params": {
|
|
54
|
+
"blueprint_name": "MyActor",
|
|
55
|
+
"component_type": "StaticMeshComponent",
|
|
56
|
+
"component_name": "Mesh",
|
|
57
|
+
"location": [0, 0, 0],
|
|
58
|
+
"rotation": [0, 0, 0],
|
|
59
|
+
"scale": [1, 1, 1],
|
|
60
|
+
"component_properties": {
|
|
61
|
+
"bVisible": true
|
|
62
|
+
}
|
|
63
|
+
}
|
|
64
|
+
}
|
|
65
|
+
```
|
|
66
|
+
|
|
67
|
+
### set_static_mesh_properties
|
|
68
|
+
|
|
69
|
+
Set the mesh for a StaticMeshComponent.
|
|
70
|
+
|
|
71
|
+
**Parameters:**
|
|
72
|
+
- `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
|
+
|
|
76
|
+
**Returns:**
|
|
77
|
+
- Result of the mesh setting operation including success status and message
|
|
78
|
+
|
|
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
|