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 Node Tools
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This document provides detailed information about the Blueprint node tools available in the Unreal MCP integration.
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## Overview
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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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## Node Tools
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### add_blueprint_event_node
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Add an event node to a Blueprint's event graph.
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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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**Returns:**
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- Response containing the node ID and success status
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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",
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"node_position": [100, 100]
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}
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}
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```
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### add_blueprint_input_action_node
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Add an input action event node to a Blueprint's event graph.
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**Parameters:**
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- `blueprint_name` (string) - Name of the target Blueprint
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- `action_name` (string) - Name of the input action to respond to
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- `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0])
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**Returns:**
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- Response containing the node ID and success status
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**Example:**
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```json
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{
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"command": "add_blueprint_input_action_node",
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"params": {
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"blueprint_name": "MyActor",
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"action_name": "Jump",
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"node_position": [200, 200]
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}
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}
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```
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### add_blueprint_function_node
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Add a function call node to a Blueprint's event graph.
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**Parameters:**
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- `blueprint_name` (string) - Name of the target Blueprint
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- `target` (string) - Target object for the function (component name or self)
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- `function_name` (string) - Name of the function to call
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- `params` (object, optional) - Parameters to set on the function node
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- `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0])
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**Returns:**
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- Response containing the node ID and success status
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**Example:**
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```json
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{
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"command": "add_blueprint_function_node",
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"params": {
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"blueprint_name": "MyActor",
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"target": "Mesh",
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"function_name": "SetRelativeLocation",
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"params": {
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"NewLocation": [0, 0, 100]
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},
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"node_position": [300, 300]
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}
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}
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```
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### connect_blueprint_nodes
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Connect two nodes in a Blueprint's event graph.
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**Parameters:**
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- `blueprint_name` (string) - Name of the target Blueprint
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- `source_node_id` (string) - ID of the source node
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- `source_pin` (string) - Name of the output pin on the source node
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- `target_node_id` (string) - ID of the target node
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- `target_pin` (string) - Name of the input pin on the target node
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**Returns:**
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- Response indicating success or failure
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**Example:**
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```json
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{
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"command": "connect_blueprint_nodes",
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"params": {
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"blueprint_name": "MyActor",
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"source_node_id": "node_1",
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"source_pin": "exec",
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"target_node_id": "node_2",
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"target_pin": "exec"
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}
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}
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```
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### add_blueprint_variable
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Add a variable to a Blueprint.
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**Parameters:**
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- `blueprint_name` (string) - Name of the target Blueprint
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- `variable_name` (string) - Name of the variable
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- `variable_type` (string) - Type of the variable (Boolean, Integer, Float, Vector, etc.)
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- `default_value` (any, optional) - Default value for the variable
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- `is_exposed` (boolean, optional) - Whether to expose the variable to the editor (default: false)
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**Returns:**
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- Response indicating success or failure
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**Example:**
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```json
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{
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"command": "add_blueprint_variable",
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"params": {
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"blueprint_name": "MyActor",
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"variable_name": "Health",
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"variable_type": "Float",
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"default_value": 100.0,
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"is_exposed": true
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}
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}
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```
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### create_input_mapping
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Create an input mapping for the project.
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**Parameters:**
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- `action_name` (string) - Name of the input action
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- `key` (string) - Key to bind (SpaceBar, LeftMouseButton, etc.)
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- `input_type` (string, optional) - Type of input mapping (Action or Axis, default: "Action")
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**Returns:**
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- Response indicating success or failure
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**Example:**
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```json
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{
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"command": "create_input_mapping",
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"params": {
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"action_name": "Jump",
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"key": "SpaceBar",
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"input_type": "Action"
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}
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}
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```
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### add_blueprint_get_self_component_reference
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Add a node that gets a reference to a component owned by the current Blueprint.
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**Parameters:**
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- `blueprint_name` (string) - Name of the target Blueprint
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- `component_name` (string) - Name of the component to get a reference to
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- `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0])
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**Returns:**
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**Example:**
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```json
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"command": "add_blueprint_get_self_component_reference",
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"params": {
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"blueprint_name": "MyActor",
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"component_name": "Mesh",
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"node_position": [400, 400]
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}
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}
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```
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### add_blueprint_self_reference
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Add a 'Get Self' node to a Blueprint's event graph.
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**Parameters:**
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- `blueprint_name` (string) - Name of the target Blueprint
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**Returns:**
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**Example:**
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```json
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"command": "add_blueprint_self_reference",
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"params": {
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"blueprint_name": "MyActor",
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}
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```
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### find_blueprint_nodes
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Find nodes in a Blueprint's event graph.
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**Parameters:**
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- `blueprint_name` (string) - Name of the target Blueprint
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- `node_type` (string, optional) - Type of node to find (Event, Function, Variable, etc.)
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- `event_type` (string, optional) - Specific event type to find (BeginPlay, Tick, etc.)
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**Returns:**
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**Example:**
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```json
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"command": "find_blueprint_nodes",
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"params": {
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"blueprint_name": "MyActor",
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"node_type": "Event",
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"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
|
|
1
|
+
# Unreal MCP Node Tools
|
|
2
|
+
|
|
3
|
+
This document provides detailed information about the Blueprint node tools available in the Unreal MCP integration.
|
|
4
|
+
|
|
5
|
+
## Overview
|
|
6
|
+
|
|
7
|
+
Node tools allow you to manipulate Blueprint graph nodes and connections programmatically, including adding event nodes, function nodes, variables, and creating connections between nodes.
|
|
8
|
+
|
|
9
|
+
## Node Tools
|
|
10
|
+
|
|
11
|
+
### add_blueprint_event_node
|
|
12
|
+
|
|
13
|
+
Add an event node to a Blueprint's event graph.
|
|
14
|
+
|
|
15
|
+
**Parameters:**
|
|
16
|
+
- `blueprint_name` (string) - Name of the target Blueprint
|
|
17
|
+
- `event_type` (string) - Type of event (BeginPlay, Tick, etc.)
|
|
18
|
+
- `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0])
|
|
19
|
+
|
|
20
|
+
**Returns:**
|
|
21
|
+
- Response containing the node ID and success status
|
|
22
|
+
|
|
23
|
+
**Example:**
|
|
24
|
+
```json
|
|
25
|
+
{
|
|
26
|
+
"command": "add_blueprint_event_node",
|
|
27
|
+
"params": {
|
|
28
|
+
"blueprint_name": "MyActor",
|
|
29
|
+
"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
|
package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Config/FilterPlugin.ini
CHANGED
|
@@ -1,8 +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
|
|
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
|
|
@@ -1,36 +1,36 @@
|
|
|
1
|
-
{
|
|
2
|
-
"FileVersion": 3,
|
|
3
|
-
"Version": 1,
|
|
4
|
-
"VersionName": "1.0",
|
|
5
|
-
"FriendlyName": "Flockbay MCP",
|
|
6
|
-
"Description": "Flockbay bridge for Unreal Editor via Model Context Protocol (MCP). Formerly: UnrealMCP.",
|
|
7
|
-
"Category": "Editor",
|
|
8
|
-
"CreatedBy": "Respaced Inc.",
|
|
9
|
-
"CreatedByURL": "",
|
|
10
|
-
"DocsURL": "",
|
|
11
|
-
"MarketplaceURL": "",
|
|
12
|
-
"SupportURL": "",
|
|
13
|
-
"CanContainContent": true,
|
|
14
|
-
"IsBetaVersion": false,
|
|
15
|
-
"IsExperimentalVersion": false,
|
|
16
|
-
"EnabledByDefault": false,
|
|
17
|
-
"Installed": false,
|
|
18
|
-
"Modules": [
|
|
19
|
-
{
|
|
20
|
-
"Name": "FlockbayMCP",
|
|
21
|
-
"Type": "Editor",
|
|
22
|
-
"LoadingPhase": "Default",
|
|
23
|
-
"WhitelistPlatforms": [
|
|
24
|
-
"Win64",
|
|
25
|
-
"Mac",
|
|
26
|
-
"Linux"
|
|
27
|
-
]
|
|
28
|
-
}
|
|
29
|
-
],
|
|
30
|
-
"Plugins": [
|
|
31
|
-
{
|
|
32
|
-
"Name": "EditorScriptingUtilities",
|
|
33
|
-
"Enabled": true
|
|
34
|
-
}
|
|
35
|
-
]
|
|
36
|
-
}
|
|
1
|
+
{
|
|
2
|
+
"FileVersion": 3,
|
|
3
|
+
"Version": 1,
|
|
4
|
+
"VersionName": "1.0",
|
|
5
|
+
"FriendlyName": "Flockbay MCP",
|
|
6
|
+
"Description": "Flockbay bridge for Unreal Editor via Model Context Protocol (MCP). Formerly: UnrealMCP.",
|
|
7
|
+
"Category": "Editor",
|
|
8
|
+
"CreatedBy": "Respaced Inc.",
|
|
9
|
+
"CreatedByURL": "",
|
|
10
|
+
"DocsURL": "",
|
|
11
|
+
"MarketplaceURL": "",
|
|
12
|
+
"SupportURL": "",
|
|
13
|
+
"CanContainContent": true,
|
|
14
|
+
"IsBetaVersion": false,
|
|
15
|
+
"IsExperimentalVersion": false,
|
|
16
|
+
"EnabledByDefault": false,
|
|
17
|
+
"Installed": false,
|
|
18
|
+
"Modules": [
|
|
19
|
+
{
|
|
20
|
+
"Name": "FlockbayMCP",
|
|
21
|
+
"Type": "Editor",
|
|
22
|
+
"LoadingPhase": "Default",
|
|
23
|
+
"WhitelistPlatforms": [
|
|
24
|
+
"Win64",
|
|
25
|
+
"Mac",
|
|
26
|
+
"Linux"
|
|
27
|
+
]
|
|
28
|
+
}
|
|
29
|
+
],
|
|
30
|
+
"Plugins": [
|
|
31
|
+
{
|
|
32
|
+
"Name": "EditorScriptingUtilities",
|
|
33
|
+
"Enabled": true
|
|
34
|
+
}
|
|
35
|
+
]
|
|
36
|
+
}
|