flockbay 0.10.49 → 0.10.52

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Files changed (74) hide show
  1. package/README.md +60 -60
  2. package/bin/flockbay-mcp.mjs +62 -62
  3. package/bin/flockbay.mjs +95 -95
  4. package/dist/{index-r3VTdgFI.cjs → index-IntvnrmZ.cjs} +71 -14
  5. package/dist/{index-D8AeVbvv.mjs → index-wkeSi0iC.mjs} +70 -13
  6. package/dist/index.cjs +2 -2
  7. package/dist/index.mjs +2 -2
  8. package/dist/lib.cjs +1 -1
  9. package/dist/lib.mjs +1 -1
  10. package/dist/{migratePlugin-CEvGPul8.mjs → migratePlugin-C71hAoc5.mjs} +12 -2
  11. package/dist/{migratePlugin-wFK-k3Wk.cjs → migratePlugin-D1XjjWFq.cjs} +12 -2
  12. package/dist/{runCodex-DuyuYqoB.cjs → runCodex-B7i_ICoQ.cjs} +34 -23
  13. package/dist/{runCodex-ZfUyhHF6.mjs → runCodex-BSx-hCu6.mjs} +34 -23
  14. package/dist/{runGemini-DBU1mMdp.mjs → runGemini-Dwyh7_WI.mjs} +2 -2
  15. package/dist/{runGemini-D7j5Y5TF.cjs → runGemini-gBKR3rdL.cjs} +2 -2
  16. package/dist/{types-DNr0xwSy.cjs → types-5z8UADAi.cjs} +224 -15
  17. package/dist/{types-BRJuZQj_.mjs → types-Bgzap7qR.mjs} +224 -16
  18. package/package.json +131 -131
  19. package/scripts/claude_local_launcher.cjs +72 -72
  20. package/scripts/claude_remote_launcher.cjs +15 -15
  21. package/scripts/claude_version_utils.cjs +445 -445
  22. package/scripts/ripgrep_launcher.cjs +32 -32
  23. package/scripts/run-with-root-env.mjs +37 -32
  24. package/scripts/session_hook_forwarder.cjs +49 -49
  25. package/scripts/test-codex-abort-history.mjs +77 -77
  26. package/scripts/unpack-tools.cjs +244 -244
  27. package/tools/licenses/difftastic-LICENSE +21 -21
  28. package/tools/licenses/ripgrep-LICENSE +3 -3
  29. package/tools/unreal-mcp/UPSTREAM_VERSION.md +8 -8
  30. package/tools/unreal-mcp/upstream/Docs/README.md +8 -8
  31. package/tools/unreal-mcp/upstream/Docs/Tools/README.md +6 -6
  32. package/tools/unreal-mcp/upstream/Docs/Tools/actor_tools.md +183 -183
  33. package/tools/unreal-mcp/upstream/Docs/Tools/blueprint_tools.md +268 -268
  34. package/tools/unreal-mcp/upstream/Docs/Tools/editor_tools.md +104 -104
  35. package/tools/unreal-mcp/upstream/Docs/Tools/node_tools.md +274 -274
  36. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Config/FilterPlugin.ini +8 -8
  37. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/FlockbayMCP.uplugin +36 -36
  38. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/FlockbayMCP.Build.cs +82 -82
  39. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPBlueprintCommands.cpp +1364 -1364
  40. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPBlueprintNodeCommands.cpp +1310 -1310
  41. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPCommandSchema.cpp +756 -756
  42. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPCommonUtils.cpp +1177 -1177
  43. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPEditorCommands.cpp +2618 -2618
  44. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPProjectCommands.cpp +71 -71
  45. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/Commands/UnrealMCPUMGCommands.cpp +543 -543
  46. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/MCPServerRunnable.cpp +372 -372
  47. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/UnrealMCPBridge.cpp +457 -457
  48. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Private/UnrealMCPModule.cpp +21 -21
  49. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPBlueprintCommands.h +35 -35
  50. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPBlueprintNodeCommands.h +30 -30
  51. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPCommandSchema.h +41 -41
  52. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPCommonUtils.h +59 -59
  53. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPEditorCommands.h +61 -61
  54. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPProjectCommands.h +20 -20
  55. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/Commands/UnrealMCPUMGCommands.h +82 -82
  56. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/MCPServerRunnable.h +33 -33
  57. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/UnrealMCPBridge.h +64 -64
  58. package/tools/unreal-mcp/upstream/MCPGameProject/Plugins/FlockbayMCP/Source/FlockbayMCP/Public/UnrealMCPModule.h +22 -22
  59. package/tools/unreal-mcp/upstream/Python/README.md +39 -39
  60. package/tools/unreal-mcp/upstream/Python/pyproject.toml +22 -22
  61. package/tools/unreal-mcp/upstream/Python/scripts/actors/test_cube.py +202 -202
  62. package/tools/unreal-mcp/upstream/Python/scripts/blueprints/test_create_and_spawn_blueprints_with_different_components.py +496 -496
  63. package/tools/unreal-mcp/upstream/Python/scripts/blueprints/test_create_and_spawn_cube_blueprint.py +193 -193
  64. package/tools/unreal-mcp/upstream/Python/scripts/node/test_component_reference.py +266 -266
  65. package/tools/unreal-mcp/upstream/Python/scripts/node/test_create_bird_blueprint_with_input_and_camera.py +617 -617
  66. package/tools/unreal-mcp/upstream/Python/scripts/node/test_input_mapping.py +365 -365
  67. package/tools/unreal-mcp/upstream/Python/scripts/node/test_physics_variables.py +389 -389
  68. package/tools/unreal-mcp/upstream/Python/tools/blueprint_tools.py +419 -419
  69. package/tools/unreal-mcp/upstream/Python/tools/editor_tools.py +369 -369
  70. package/tools/unreal-mcp/upstream/Python/tools/node_tools.py +429 -429
  71. package/tools/unreal-mcp/upstream/Python/tools/project_tools.py +63 -63
  72. package/tools/unreal-mcp/upstream/Python/tools/umg_tools.py +332 -332
  73. package/tools/unreal-mcp/upstream/Python/unreal_mcp_server.py +398 -398
  74. package/tools/unreal-mcp/upstream/Python/uv.lock +521 -521
@@ -1,274 +1,274 @@
1
- # Unreal MCP Node Tools
2
-
3
- This document provides detailed information about the Blueprint node tools available in the Unreal MCP integration.
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-
5
- ## Overview
6
-
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- Node tools allow you to manipulate Blueprint graph nodes and connections programmatically, including adding event nodes, function nodes, variables, and creating connections between nodes.
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-
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- ## Node Tools
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-
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- ### add_blueprint_event_node
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-
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- Add an event node to a Blueprint's event graph.
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-
15
- **Parameters:**
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- - `blueprint_name` (string) - Name of the target Blueprint
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- - `event_type` (string) - Type of event (BeginPlay, Tick, etc.)
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- - `node_position` (array, optional) - [X, Y] position in the graph (default: [0, 0])
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-
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- **Returns:**
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- - Response containing the node ID and success status
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-
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- **Example:**
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- ```json
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- {
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- "command": "add_blueprint_event_node",
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- "params": {
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- "blueprint_name": "MyActor",
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- "event_type": "BeginPlay",
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- "node_position": [100, 100]
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- }
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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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-
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- Add an input action event node to a Blueprint's event graph.
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-
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- **Parameters:**
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- - `blueprint_name` (string) - Name of the target Blueprint
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- - `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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-
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- **Returns:**
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- - Response containing the node ID and success status
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-
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- **Example:**
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- ```json
49
- {
50
- "command": "add_blueprint_input_action_node",
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- "params": {
52
- "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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-
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- ### add_blueprint_function_node
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-
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- Add a function call node to a Blueprint's event graph.
62
-
63
- **Parameters:**
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- - `blueprint_name` (string) - Name of the target Blueprint
65
- - `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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-
70
- **Returns:**
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- - Response containing the node ID and success status
72
-
73
- **Example:**
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- ```json
75
- {
76
- "command": "add_blueprint_function_node",
77
- "params": {
78
- "blueprint_name": "MyActor",
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- "target": "Mesh",
80
- "function_name": "SetRelativeLocation",
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- "params": {
82
- "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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-
89
- ### connect_blueprint_nodes
90
-
91
- Connect two nodes in a Blueprint's event graph.
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-
93
- **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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-
100
- **Returns:**
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- - Response indicating success or failure
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-
103
- **Example:**
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- ```json
105
- {
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- "command": "connect_blueprint_nodes",
107
- "params": {
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- "blueprint_name": "MyActor",
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- "source_node_id": "node_1",
110
- "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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- ```
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:**
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- ```json
229
- {
230
- "command": "find_blueprint_nodes",
231
- "params": {
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- "blueprint_name": "MyActor",
233
- "node_type": "Event",
234
- "event_type": "BeginPlay"
235
- }
236
- }
237
- ```
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-
239
- ## Error Handling
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-
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,
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- "message": "Blueprint 'MyActor' not found in the project",
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- "command": "add_blueprint_event_node"
248
- }
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- ```
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-
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.)
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- - `Function` - Function call nodes
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- - `Variable` - Variable nodes
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- - `Component` - Component reference nodes
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- - `Self` - Self reference nodes
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-
263
- ### Variable Types
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-
265
- Common variable types for the `add_blueprint_variable` command:
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-
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- - `Boolean` - True/false values
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- - `Integer` - Whole numbers
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- - `Float` - Decimal numbers
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- - `Vector` - 3D vector values
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- - `String` - Text values
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- - `Object Reference` - References to other objects
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- - `Actor Reference` - References to actors
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- - `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])
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+
20
+ **Returns:**
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+ - Response containing the node ID and success status
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+
23
+ **Example:**
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+ ```json
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+ {
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+ "command": "add_blueprint_event_node",
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+ "params": {
28
+ "blueprint_name": "MyActor",
29
+ "event_type": "BeginPlay",
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+ "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
@@ -1,8 +1,8 @@
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- ;
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- ; Examples:
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- ; /README.txt
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- ; /Extras/...
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- ; /Binaries/ThirdParty/*.dll
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+ [FilterPlugin]
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+ ; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
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+ ; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
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+ ;
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+ ; Examples:
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+ ; /README.txt
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+ ; /Extras/...
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+ ; /Binaries/ThirdParty/*.dll
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- "Description": "Flockbay bridge for Unreal Editor via Model Context Protocol (MCP). Formerly: UnrealMCP.",
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- "Category": "Editor",
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- {
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- "Name": "EditorScriptingUtilities",
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- "Enabled": true
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- ]
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- }
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+ {
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+ "FileVersion": 3,
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+ "Version": 1,
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+ "VersionName": "1.0",
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+ "FriendlyName": "Flockbay MCP",
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+ "Description": "Flockbay bridge for Unreal Editor via Model Context Protocol (MCP). Formerly: UnrealMCP.",
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+ "Category": "Editor",
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+ "CreatedBy": "Respaced Inc.",
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+ "CreatedByURL": "",
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+ "CanContainContent": true,
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+ {
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+ "WhitelistPlatforms": [
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+ "Win64",
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+ "Mac",
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+ "Linux"
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+ ]
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+ }
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+ ],
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+ "Plugins": [
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+ {
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+ "Name": "EditorScriptingUtilities",
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+ "Enabled": true
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+ ]
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+ }