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 Editor Tools
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This document provides detailed information about the editor tools available in the Unreal MCP integration.
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## Overview
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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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## Editor Tools
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### focus_viewport
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Focus the viewport on a specific actor or location.
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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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**Returns:**
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- Response from Unreal Engine containing the result of the focus operation
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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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### take_screenshot
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Capture a screenshot of the viewport.
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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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**Returns:**
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- Result of the screenshot operation
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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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## Error Handling
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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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```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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## Usage Examples
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### Python Example
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```python
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from unreal_mcp_server import get_unreal_connection
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# Get connection to Unreal Engine
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unreal = get_unreal_connection()
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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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# 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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## Troubleshooting
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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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## Future Enhancements
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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 Editor Tools
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This document provides detailed information about the editor tools available in the Unreal MCP integration.
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## Overview
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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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## Editor Tools
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### focus_viewport
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Focus the viewport on a specific actor or location.
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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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**Returns:**
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- Response from Unreal Engine containing the result of the focus operation
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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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### take_screenshot
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Capture a screenshot of the viewport.
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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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**Returns:**
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- Result of the screenshot operation
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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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## Error Handling
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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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```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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## Usage Examples
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### Python Example
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```python
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from unreal_mcp_server import get_unreal_connection
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# Get connection to Unreal Engine
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unreal = get_unreal_connection()
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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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# 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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## Troubleshooting
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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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## Future Enhancements
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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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