ue-mcp 0.7.19 → 1.0.0-rc.2

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package/LICENSE CHANGED
@@ -1,21 +1,93 @@
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- MIT License
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-
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- Copyright (c) 2026 David Lyon
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-
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- Permission is hereby granted, free of charge, to any person obtaining a copy
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- of this software and associated documentation files (the "Software"), to deal
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- in the Software without restriction, including without limitation the rights
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- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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- copies of the Software, and to permit persons to whom the Software is
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- furnished to do so, subject to the following conditions:
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-
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- The above copyright notice and this permission notice shall be included in all
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- copies or substantial portions of the Software.
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-
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- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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- SOFTWARE.
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+ License text copyright (c) 2020 MariaDB Corporation Ab, All Rights Reserved.
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+ "Business Source License" is a trademark of MariaDB Corporation Ab.
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+
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+ Parameters
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+
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+ Licensor: David Bingham
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+
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+ Licensed Work: UE-MCP Version 1.0.0-rc.1 or later. The Licensed Work
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+ is (c) 2026 David Bingham.
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+
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+ Additional Use Grant: You may make production use of the Licensed Work
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+ without purchasing a commercial license only if You
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+ fall into one of the following categories:
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+
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+ (a) You are an individual natural person using the
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+ Licensed Work for personal, non-commercial
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+ purposes.
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+
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+ (b) You are an enrolled student, or an accredited
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+ educational institution (including bootcamps and
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+ non-profit training programs), using the Licensed
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+ Work for coursework, academic research, or student
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+ projects that are not incorporated into any
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+ commercial product or service.
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+
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+ Any other production use — including, without
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+ limitation, use by a game studio, publisher, contract
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+ developer, service provider, or commercial entity of
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+ any size in connection with proprietary or commercial
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+ products, internal pipelines, or paid services —
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+ requires a paid commercial license from the Licensor.
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+
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+ "Production use" means any use of the Licensed Work
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+ other than internal evaluation, development, or
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+ testing not intended for commercial deployment.
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+
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+ For information about commercial licensing, see
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+ COMMERCIAL-LICENSE.md or visit
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+ https://ue-mcp.com/pricing.
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+
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+ Change Date: Four years from the date the Licensed Work is
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+ published.
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+
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+ Change License: Apache License, Version 2.0
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+
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+ For information about alternative licensing arrangements for the Licensed
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+ Work, please contact licensing@ue-mcp.com.
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+
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+ Notice
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+
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+ Business Source License 1.1
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+
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+ Terms
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+
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+ The Licensor hereby grants you the right to copy, modify, create derivative
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+ works, redistribute, and make non-production use of the Licensed Work. The
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+ Licensor may make an Additional Use Grant, above, permitting limited
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+ production use.
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+ Effective on the Change Date, or the fourth anniversary of the first publicly
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+ available distribution of a specific version of the Licensed Work under this
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+ License, whichever comes first, the Licensor hereby grants you rights under
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+ the terms of the Change License, and the rights granted in the paragraph
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+ above terminate.
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+ If your use of the Licensed Work does not comply with the requirements
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+ currently in effect as described in this License, you must purchase a
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+ commercial license from the Licensor, its affiliated entities, or authorized
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+ resellers, or you must refrain from using the Licensed Work.
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+ All copies of the original and modified Licensed Work, and derivative works
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+ of the Licensed Work, are subject to this License. This License applies
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+ separately for each version of the Licensed Work and the Change Date may vary
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+ for each version of the Licensed Work released by Licensor.
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+ You must conspicuously display this License on each original or modified copy
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+ of the Licensed Work. If you receive the Licensed Work in original or
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+ modified form from a third party, the terms and conditions set forth in this
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+ License apply to your use of that work.
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+ Any use of the Licensed Work in violation of this License will automatically
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+ terminate your rights under this License for the current and all other
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+ versions of the Licensed Work.
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+ This License does not grant you any right in any trademark or logo of
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+ Licensor or its affiliates (provided that you may use a trademark or logo of
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+ Licensor as expressly required by this License).
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+ TO THE EXTENT PERMITTED BY APPLICABLE LAW, THE LICENSED WORK IS PROVIDED ON
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+ AN "AS IS" BASIS. LICENSOR HEREBY DISCLAIMS ALL WARRANTIES AND CONDITIONS,
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+ EXPRESS OR IMPLIED, INCLUDING (WITHOUT LIMITATION) WARRANTIES OF
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+ MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, NON-INFRINGEMENT, AND
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+ TITLE.
package/README.md CHANGED
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  # UE-MCP
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- **Unreal Engine Model Context Protocol Server** — gives AI assistants deep read/write access to the Unreal Editor through 19 category tools covering 360+ actions.
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+ **Unreal Engine Model Context Protocol Server** — gives AI assistants deep read/write access to the Unreal Editor through 19 category tools covering 425+ actions.
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  ```mermaid
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  flowchart LR
@@ -96,4 +96,9 @@ Issues and pull requests welcome. If an AI agent had to fall back to `execute_py
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  ## License
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- MIT see [LICENSE](LICENSE).
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+ UE-MCP is licensed under the **Business Source License 1.1** with a **commercial license** available for production use outside the Additional Use Grant.
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+
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+ - **Individuals, students, and educational institutions** use UE-MCP free under BUSL-1.1's Additional Use Grant. Each release converts to Apache 2.0 after four years. See [LICENSE](LICENSE).
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+ - **Game studios, publishers, contract developers, and commercial entities** using UE-MCP in proprietary products, internal pipelines, or paid services require a commercial license. See [COMMERCIAL-LICENSE.md](COMMERCIAL-LICENSE.md) and [ue-mcp.com/pricing](https://ue-mcp.com/pricing).
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+
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+ Contributions are accepted under the terms of the Contributor License Agreement. See [CLA.md](CLA.md).
package/dist/init.js CHANGED
@@ -442,7 +442,7 @@ async function init() {
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  " version: 1",
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  "",
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  "# Custom tasks — pre-fill options for built-in actions",
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- "# All 300+ built-in actions are available without listing them here.",
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+ "# All 425+ built-in actions are available without listing them here.",
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  "#",
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  "# tasks:",
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  "# import_hero:",
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- export declare const SERVER_INSTRUCTIONS = "UE-MCP: Unreal Engine editor bridge (C++ plugin) \u2014 19 category tools covering 300+ actions.\n\nEvery tool takes an \"action\" parameter that selects the operation. Call project(action=\"get_status\") first.\n\n\u2550\u2550\u2550 QUICK START \u2550\u2550\u2550\n1. project(action=\"get_status\") \u2014 check if the editor is connected\n2. If not connected: editor(action=\"start_editor\") to launch UE\n3. level(action=\"get_outliner\") \u2014 see what's in the current level\n4. asset(action=\"list\") \u2014 browse project assets\n5. reflection(action=\"reflect_class\", className=\"StaticMeshActor\") \u2014 understand any UE class\n6. demo(action=\"step\", stepIndex=1) through 19 \u2014 run the Neon Shrine demo to see the bridge in action\n7. demo(action=\"cleanup\") \u2014 clean up after the demo\n\n\u2550\u2550\u2550 TOOLS & ACTIONS \u2550\u2550\u2550\n\nproject \u2014 Project status, config INI, C++ source\n get_status, set_project, get_info, read_config, search_config, list_config_tags,\n set_config, read_cpp_header, read_module, list_modules, search_cpp\n\nasset \u2014 Assets: list, search, CRUD, import, export, datatables, textures\n list, search, read, read_properties, duplicate, rename, move, delete, save,\n import_static_mesh, import_skeletal_mesh, import_animation, import_texture,\n read_datatable, create_datatable, reimport_datatable, list_textures,\n get_texture_info, set_texture_settings,\n add_socket, remove_socket, list_sockets\n\nblueprint \u2014 Blueprint reading, authoring, compilation\n read, list_variables, list_functions, read_graph, create, add_variable,\n set_variable_properties, create_function, delete_function, rename_function,\n add_node, delete_node, set_node_property, connect_pins, add_component,\n compile, list_node_types, search_node_types, create_interface, add_interface,\n add_event_dispatcher, list_graphs\n\nlevel \u2014 Level actors, selection, components, volumes, lights, splines\n get_outliner, place_actor, delete_actor, get_actor_details, move_actor,\n select, get_selected, add_component, set_component_property,\n get_current, load, save, list, create,\n spawn_volume, list_volumes, set_volume_properties,\n spawn_light, set_light_properties, build_lighting,\n get_spline_info, set_spline_points\n\nmaterial \u2014 Materials, shading, and graph authoring\n read, list_parameters, set_parameter, create_instance, create,\n set_shading_model, set_base_color, connect_texture,\n add_expression, connect_expressions, connect_to_property,\n list_expressions, delete_expression, list_expression_types, recompile\n\nanimation \u2014 Anim assets, skeletons, montages, blendspaces\n read_anim_blueprint, read_montage, read_sequence, read_blendspace, list,\n create_montage, create_anim_blueprint, create_blendspace, add_notify,\n get_skeleton_info, list_sockets, list_skeletal_meshes, get_physics_asset,\n create_sequence, set_bone_keyframes, get_bone_transforms,\n set_montage_sequence, set_montage_properties\n\nlandscape \u2014 Terrain sculpting, painting, layers\n get_info, list_layers, sample, list_splines, get_component,\n sculpt, paint_layer, set_material, add_layer_info, import_heightmap\n\npcg \u2014 Procedural Content Generation graphs\n list_graphs, read_graph, read_node_settings, get_components,\n get_component_details, create_graph, add_node, connect_nodes,\n set_node_settings, remove_node, execute, add_volume\n\nfoliage \u2014 Foliage painting and types\n list_types, get_settings, sample, paint, erase, create_type, set_settings\n\nniagara \u2014 VFX systems and graph authoring\n list, get_info, spawn, set_parameter, create,\n create_emitter, add_emitter, list_emitters, set_emitter_property,\n list_modules, get_emitter_info\n\naudio \u2014 Sound assets and playback\n list, play_at_location, spawn_ambient, create_cue, create_metasound\n\nwidget \u2014 UMG widgets and editor utilities\n read_tree, get_details, set_property (slot.* for layout), list, read_animations,\n create, add_widget, remove_widget, move_widget, list_classes,\n create_utility_widget, run_utility_widget,\n create_utility_blueprint, run_utility_blueprint\n\neditor \u2014 Console, Python, PIE, viewport, sequencer, perf, build pipeline, logs\n execute_command, execute_python, set_property, play_in_editor,\n get_runtime_value, hot_reload, undo, redo,\n get_perf_stats, run_stat, set_scalability, capture_screenshot,\n get_viewport, set_viewport, focus_on_actor,\n create_sequence, get_sequence_info, add_sequence_track, play_sequence,\n build_all, build_geometry, build_hlod, validate_assets,\n get_build_status, cook_content,\n get_log, search_log, get_message_log,\n set_dialog_policy, clear_dialog_policy, get_dialog_policy,\n list_dialogs, respond_to_dialog\n\nreflection \u2014 UE class/struct/enum reflection, gameplay tags\n reflect_class, reflect_struct, reflect_enum, list_classes,\n list_tags, create_tag\n\ngameplay \u2014 Physics, collision, navigation, input, behavior trees, AI, game framework\n set_collision_profile, set_simulate_physics, set_collision_enabled,\n set_physics_properties, rebuild_navigation, get_navmesh_info,\n project_to_nav, spawn_nav_modifier,\n create_input_action, create_input_mapping, list_input_assets, set_mapping_modifiers,\n list_behavior_trees, get_behavior_tree_info,\n create_blackboard, create_behavior_tree,\n create_eqs_query, list_eqs_queries,\n add_perception, configure_sense,\n create_state_tree, list_state_trees, add_state_tree_component,\n create_smart_object_def, add_smart_object_component,\n create_game_mode, create_game_state, create_player_controller,\n create_player_state, create_hud, set_world_game_mode, get_framework_info\n\ngas \u2014 Gameplay Ability System\n add_asc, create_attribute_set, add_attribute,\n create_ability, set_ability_tags,\n create_effect, set_effect_modifier,\n create_cue, get_info\n\nnetworking \u2014 Replication and networking\n set_replicates, set_property_replicated, configure_net_frequency,\n set_dormancy, set_net_load_on_client, set_always_relevant,\n set_only_relevant_to_owner, configure_cull_distance,\n set_priority, set_replicate_movement, get_info\n\ndemo \u2014 Neon Shrine demo scene\n step, cleanup\n\nfeedback \u2014 Agent feedback submission\n submit\n\n\u2550\u2550\u2550 TIPS \u2550\u2550\u2550\n\u2022 Start with level(action=\"get_outliner\") or asset(action=\"list\") to discover what's in the project.\n\u2022 Use reflection(action=\"reflect_class\") to understand any UE class's properties.\n\u2022 asset(action=\"search\", query=\"/Game/Characters/*\") accepts wildcards.\n\u2022 For BP scripting: blueprint(action=\"search_node_types\") \u2192 blueprint(action=\"add_node\") \u2192 blueprint(action=\"connect_pins\").\n\u2022 editor(action=\"execute_python\") is the escape hatch for any Unreal Python API call.\n\u2022 Animation tools need a skeleton path \u2014 use animation(action=\"list_skeletal_meshes\") to find it.\n\u2022 Editor lifecycle: editor(action=\"stop_editor\") / editor(action=\"start_editor\") / editor(action=\"restart_editor\") manage the UE process.\n\u2022 editor(action=\"hot_reload\") triggers Live Coding compilation without restarting the editor.\n\u2022 editor(action=\"focus_on_actor\", actorLabel=\"MyActor\") snaps the viewport to any actor.\n\u2022 Log output: editor(action=\"get_log\", category=\"LogMCPBridge\") to see bridge-specific logs.\n\n\u2550\u2550\u2550 FEEDBACK \u2550\u2550\u2550\nIf you had to use editor(action=\"execute_python\") as a workaround because a native tool\ncouldn't handle the task, keep a mental note of what you did and why. When your task is\ncomplete, tell the user:\n \"I had to use custom Python scripts to [describe what]. Would you like to submit\n feedback to help improve ue-mcp?\"\nIf the user agrees, call feedback(action=\"submit\") with:\n \u2022 title \u2014 short, generic description of the gap (no project-specific details)\n \u2022 summary \u2014 what was attempted and why the native tool fell short\n \u2022 pythonWorkaround \u2014 the Python code that was used\n \u2022 idealTool \u2014 what tool/action should handle this natively\nThis creates a GitHub issue so the maintainers can add proper support.\n";
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+ export declare const SERVER_INSTRUCTIONS = "UE-MCP: Unreal Engine editor bridge (C++ plugin) \u2014 19 category tools covering 425+ actions.\n\nEvery tool takes an \"action\" parameter that selects the operation. Call project(action=\"get_status\") first.\n\n\u2550\u2550\u2550 QUICK START \u2550\u2550\u2550\n1. project(action=\"get_status\") \u2014 check if the editor is connected\n2. If not connected: editor(action=\"start_editor\") to launch UE\n3. level(action=\"get_outliner\") \u2014 see what's in the current level\n4. asset(action=\"list\") \u2014 browse project assets\n5. reflection(action=\"reflect_class\", className=\"StaticMeshActor\") \u2014 understand any UE class\n6. demo(action=\"step\", stepIndex=1) through 19 \u2014 run the Neon Shrine demo to see the bridge in action\n7. demo(action=\"cleanup\") \u2014 clean up after the demo\n\n\u2550\u2550\u2550 TOOLS & ACTIONS \u2550\u2550\u2550\n\nproject \u2014 Project status, config INI, C++ source\n get_status, set_project, get_info, read_config, search_config, list_config_tags,\n set_config, read_cpp_header, read_module, list_modules, search_cpp\n\nasset \u2014 Assets: list, search, CRUD, import, export, datatables, textures\n list, search, read, read_properties, duplicate, rename, move, delete, save,\n import_static_mesh, import_skeletal_mesh, import_animation, import_texture,\n read_datatable, create_datatable, reimport_datatable, list_textures,\n get_texture_info, set_texture_settings,\n add_socket, remove_socket, list_sockets\n\nblueprint \u2014 Blueprint reading, authoring, compilation\n read, list_variables, list_functions, read_graph, create, add_variable,\n set_variable_properties, create_function, delete_function, rename_function,\n add_node, delete_node, set_node_property, connect_pins, add_component,\n compile, list_node_types, search_node_types, create_interface, add_interface,\n add_event_dispatcher, list_graphs\n\nlevel \u2014 Level actors, selection, components, volumes, lights, splines\n get_outliner, place_actor, delete_actor, get_actor_details, move_actor,\n select, get_selected, add_component, set_component_property,\n get_current, load, save, list, create,\n spawn_volume, list_volumes, set_volume_properties,\n spawn_light, set_light_properties, build_lighting,\n get_spline_info, set_spline_points\n\nmaterial \u2014 Materials, shading, and graph authoring\n read, list_parameters, set_parameter, create_instance, create,\n set_shading_model, set_base_color, connect_texture,\n add_expression, connect_expressions, connect_to_property,\n list_expressions, delete_expression, list_expression_types, recompile\n\nanimation \u2014 Anim assets, skeletons, montages, blendspaces\n read_anim_blueprint, read_montage, read_sequence, read_blendspace, list,\n create_montage, create_anim_blueprint, create_blendspace, add_notify,\n get_skeleton_info, list_sockets, list_skeletal_meshes, get_physics_asset,\n create_sequence, set_bone_keyframes, get_bone_transforms,\n set_montage_sequence, set_montage_properties\n\nlandscape \u2014 Terrain sculpting, painting, layers\n get_info, list_layers, sample, list_splines, get_component,\n sculpt, paint_layer, set_material, add_layer_info, import_heightmap\n\npcg \u2014 Procedural Content Generation graphs\n list_graphs, read_graph, read_node_settings, get_components,\n get_component_details, create_graph, add_node, connect_nodes,\n set_node_settings, remove_node, execute, add_volume\n\nfoliage \u2014 Foliage painting and types\n list_types, get_settings, sample, paint, erase, create_type, set_settings\n\nniagara \u2014 VFX systems and graph authoring\n list, get_info, spawn, set_parameter, create,\n create_emitter, add_emitter, list_emitters, set_emitter_property,\n list_modules, get_emitter_info\n\naudio \u2014 Sound assets and playback\n list, play_at_location, spawn_ambient, create_cue, create_metasound\n\nwidget \u2014 UMG widgets and editor utilities\n read_tree, get_details, set_property (slot.* for layout), list, read_animations,\n create, add_widget, remove_widget, move_widget, list_classes,\n create_utility_widget, run_utility_widget,\n create_utility_blueprint, run_utility_blueprint\n\neditor \u2014 Console, Python, PIE, viewport, sequencer, perf, build pipeline, logs\n execute_command, execute_python, set_property, play_in_editor,\n get_runtime_value, hot_reload, undo, redo,\n get_perf_stats, run_stat, set_scalability, capture_screenshot,\n get_viewport, set_viewport, focus_on_actor,\n create_sequence, get_sequence_info, add_sequence_track, play_sequence,\n build_all, build_geometry, build_hlod, validate_assets,\n get_build_status, cook_content,\n get_log, search_log, get_message_log,\n set_dialog_policy, clear_dialog_policy, get_dialog_policy,\n list_dialogs, respond_to_dialog\n\nreflection \u2014 UE class/struct/enum reflection, gameplay tags\n reflect_class, reflect_struct, reflect_enum, list_classes,\n list_tags, create_tag\n\ngameplay \u2014 Physics, collision, navigation, input, behavior trees, AI, game framework\n set_collision_profile, set_simulate_physics, set_collision_enabled,\n set_physics_properties, rebuild_navigation, get_navmesh_info,\n project_to_nav, spawn_nav_modifier,\n create_input_action, create_input_mapping, list_input_assets, set_mapping_modifiers,\n list_behavior_trees, get_behavior_tree_info,\n create_blackboard, create_behavior_tree,\n create_eqs_query, list_eqs_queries,\n add_perception, configure_sense,\n create_state_tree, list_state_trees, add_state_tree_component,\n create_smart_object_def, add_smart_object_component,\n create_game_mode, create_game_state, create_player_controller,\n create_player_state, create_hud, set_world_game_mode, get_framework_info\n\ngas \u2014 Gameplay Ability System\n add_asc, create_attribute_set, add_attribute,\n create_ability, set_ability_tags,\n create_effect, set_effect_modifier,\n create_cue, get_info\n\nnetworking \u2014 Replication and networking\n set_replicates, set_property_replicated, configure_net_frequency,\n set_dormancy, set_net_load_on_client, set_always_relevant,\n set_only_relevant_to_owner, configure_cull_distance,\n set_priority, set_replicate_movement, get_info\n\ndemo \u2014 Neon Shrine demo scene\n step, cleanup\n\nfeedback \u2014 Agent feedback submission\n submit\n\n\u2550\u2550\u2550 TIPS \u2550\u2550\u2550\n\u2022 Start with level(action=\"get_outliner\") or asset(action=\"list\") to discover what's in the project.\n\u2022 Use reflection(action=\"reflect_class\") to understand any UE class's properties.\n\u2022 asset(action=\"search\", query=\"/Game/Characters/*\") accepts wildcards.\n\u2022 For BP scripting: blueprint(action=\"search_node_types\") \u2192 blueprint(action=\"add_node\") \u2192 blueprint(action=\"connect_pins\").\n\u2022 editor(action=\"execute_python\") is the escape hatch for any Unreal Python API call.\n\u2022 Animation tools need a skeleton path \u2014 use animation(action=\"list_skeletal_meshes\") to find it.\n\u2022 Editor lifecycle: editor(action=\"stop_editor\") / editor(action=\"start_editor\") / editor(action=\"restart_editor\") manage the UE process.\n\u2022 editor(action=\"hot_reload\") triggers Live Coding compilation without restarting the editor.\n\u2022 editor(action=\"focus_on_actor\", actorLabel=\"MyActor\") snaps the viewport to any actor.\n\u2022 Log output: editor(action=\"get_log\", category=\"LogMCPBridge\") to see bridge-specific logs.\n\n\u2550\u2550\u2550 FEEDBACK \u2550\u2550\u2550\nIf you had to use editor(action=\"execute_python\") as a workaround because a native tool\ncouldn't handle the task, keep a mental note of what you did and why. When your task is\ncomplete, tell the user:\n \"I had to use custom Python scripts to [describe what]. Would you like to submit\n feedback to help improve ue-mcp?\"\nIf the user agrees, call feedback(action=\"submit\") with:\n \u2022 title \u2014 short, generic description of the gap (no project-specific details)\n \u2022 summary \u2014 what was attempted and why the native tool fell short\n \u2022 pythonWorkaround \u2014 the Python code that was used\n \u2022 idealTool \u2014 what tool/action should handle this natively\nThis creates a GitHub issue so the maintainers can add proper support.\n";
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- export const SERVER_INSTRUCTIONS = `UE-MCP: Unreal Engine editor bridge (C++ plugin) — 19 category tools covering 300+ actions.
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+ export const SERVER_INSTRUCTIONS = `UE-MCP: Unreal Engine editor bridge (C++ plugin) — 19 category tools covering 425+ actions.
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  Every tool takes an "action" parameter that selects the operation. Call project(action="get_status") first.
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@@ -46,6 +46,9 @@ export const animationTool = categoryTool("animation", "Animation assets, skelet
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  add_pose_search_sequence: bp("Append an AnimSequence/AnimComposite/AnimMontage/BlendSpace to a PoseSearchDatabase. Params: assetPath, sequencePath", "add_pose_search_sequence", (p) => ({ assetPath: p.assetPath, sequencePath: p.sequencePath })),
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  build_pose_search_index: bp("Build (or rebuild) the search index. Params: assetPath, wait? (default true)", "build_pose_search_index", (p) => ({ assetPath: p.assetPath, wait: p.wait })),
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  read_pose_search_database: bp("Inspect a PoseSearchDatabase: schema, animation entries, cost biases, tags. Params: assetPath", "read_pose_search_database", (p) => ({ assetPath: p.assetPath })),
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+ // v1.0.0-rc.2 — #153, #154 (animation authoring gaps)
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+ set_sequence_properties: bp("Batch-set properties on AnimSequence assets. If a path is a Montage and resolveFromMontages is true (default), resolves to its first AnimSequence. Params: assetPaths[], properties{enableRootMotion?, forceRootLock?, useNormalizedRootMotionScale?, rootMotionRootLock?}, resolveFromMontages?", "set_sequence_properties"),
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+ bake_root_motion_from_bone: bp("Bake delta translation from a source bone (e.g. pelvis) onto the root bone across the whole sequence; compensates the source bone so world-space position is unchanged. Params: assetPath, sourceBone, rootBone? (default 'root'), axes? (default ['x','y']), interpolation? ('linear'|'per_frame', default 'linear')", "bake_root_motion_from_bone"),
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  }, undefined, {
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  assetPath: z.string().optional(),
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  directory: z.string().optional(),
@@ -116,5 +119,12 @@ export const animationTool = categoryTool("animation", "Animation assets, skelet
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  schemaPath: z.string().optional().describe("Path to a UPoseSearchSchema asset"),
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  sequencePath: z.string().optional().describe("Animation asset path to add to a PoseSearchDatabase"),
118
121
  wait: z.boolean().optional().describe("build_pose_search_index: block until the async build resolves (default true)"),
122
+ // #153 / #154
123
+ assetPaths: z.array(z.string()).optional().describe("Asset paths (batch) for set_sequence_properties"),
124
+ properties: z.record(z.any()).optional().describe("Property dict for set_sequence_properties"),
125
+ resolveFromMontages: z.boolean().optional().describe("Resolve AnimMontage inputs to first anim reference (default true)"),
126
+ rootBone: z.string().optional().describe("Root bone name for bake_root_motion_from_bone (default 'root')"),
127
+ axes: z.array(z.string()).optional().describe("Axes to bake ('x','y','z') for bake_root_motion_from_bone"),
128
+ interpolation: z.string().optional().describe("bake_root_motion_from_bone: 'linear' (default) or 'per_frame'"),
119
129
  });
120
130
  //# sourceMappingURL=animation.js.map
@@ -1 +1 @@
1
- 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1
+ {"version":3,"file":"animation.js","sourceRoot":"","sources":["../../src/tools/animation.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,CAAC,EAAE,MAAM,KAAK,CAAC;AACxB,OAAO,EAAE,YAAY,EAAE,EAAE,EAAgB,MAAM,aAAa,CAAC;AAC7D,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,eAAe,CAAC;AAE3C,MAAM,CAAC,MAAM,aAAa,GAAY,YAAY,CAChD,WAAW,EACX,sFAAsF,EACtF;IACE,mBAAmB,EAAG,EAAE,CAAC,0CAA0C,EAAE,qBAAqB,CAAC;IAC3F,YAAY,EAAU,EAAE,CAAC,iCAAiC,EAAE,mBAAmB,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC;IACrH,aAAa,EAAS,EAAE,CAAC,uCAAuC,EAAE,oBAAoB,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC;IAC5H,eAAe,EAAO,EAAE,CAAC,oCAAoC,EAAE,iBAAiB,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC;IACtH,IAAI,EAAkB,EAAE,CAAC,kDAAkD,EAAE,kBAAkB,CAAC;IAChG,cAAc,EAAQ,EAAE,CAAC,+DAA+D,EAAE,qBAAqB,CAAC;IAChH,qBAAqB,EAAE,EAAE,CAAC,wEAAwE,EAAE,uBAAuB,CAAC;IAC5H,iBAAiB,EAAK,EAAE,CAAC,8FAA8F,EAAE,mBAAmB,CAAC;IAC7I,UAAU,EAAY,EAAE,CAAC,sEAAsE,EAAE,iBAAiB,CAAC;IACnH,iBAAiB,EAAK,EAAE,CAAC,kCAAkC,EAAE,mBAAmB,CAAC;IACjF,YAAY,EAAU,EAAE,CAAC,iCAAiC,EAAE,cAAc,CAAC;IAC3E,oBAAoB,EAAE,EAAE,CAAC,sDAAsD,EAAE,sBAAsB,CAAC;IACxG,iBAAiB,EAAK,EAAE,CAAC,uCAAuC,EAAE,wBAAwB,CAAC;IAC3F,eAAe,EAAO,EAAE,CAAC,6FAA6F,EAAE,iBAAiB,CAAC;IAC1I,kBAAkB,EAAI,EAAE,CAAC,sEAAsE,EAAE,oBAAoB,CAAC;IACtH,mBAAmB,EAAG,EAAE,CAAC,kEAAkE,EAAE,qBAAqB,CAAC;IACnH,oBAAoB,EAAE,EAAE,CAAC,0FAA0F,EAAE,sBAAsB,CAAC;IAC5I,sBAAsB,EAAE,EAAE,CAAC,6FAA6F,EAAE,wBAAwB,CAAC;IACnJ,oBAAoB,EAAE,EAAE,CAAC,sEAAsE,EAAE,sBAAsB,CAAC;IACxH,SAAS,EAAa,EAAE,CAAC,8EAA8E,EAAE,WAAW,CAAC;IACrH,cAAc,EAAQ,EAAE,CAAC,iGAAiG,EAAE,gBAAgB,CAAC;IAC7I,mBAAmB,EAAG,EAAE,CAAC,2FAA2F,EAAE,qBAAqB,CAAC;IAC5I,oBAAoB,EAAE,EAAE,CAAC,6HAA6H,EAAE,sBAAsB,CAAC;IAC/K,kBAAkB,EAAI,EAAE,CAAC,kEAAkE,EAAE,oBAAoB,CAAC;IAClH,eAAe,EAAO,EAAE,CAAC,mFAAmF,EAAE,iBAAiB,CAAC;IAChI,SAAS,EAAa,EAAE,CAAC,2EAA2E,EAAE,WAAW,CAAC;IAClH,gBAAgB,EAAM,EAAE,CAAC,4EAA4E,EAAE,kBAAkB,CAAC;IAC1H,mBAAmB,EAAG,EAAE,CAAC,8FAA8F,EAAE,qBAAqB,CAAC;IAC/I,aAAa,EAAS,EAAE,CAAC,kLAAkL,EAAE,eAAe,CAAC;IAC7N,WAAW,EAAW,EAAE,CAAC,0DAA0D,EAAE,aAAa,CAAC;IACnG,0BAA0B,EAAE,EAAE,CAAC,4DAA4D,EAAE,4BAA4B,CAAC;IAC1H,eAAe,EAAK,EAAE,CAAC,oJAAoJ,EAAE,0BAA0B,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,SAAS,EAAE,gBAAgB,EAAE,CAAC,CAAC,gBAAgB,EAAE,aAAa,EAAE,CAAC,CAAC,aAAa,EAAE,4BAA4B,EAAE,CAAC,CAAC,4BAA4B,EAAE,kBAAkB,EAAE,CAAC,CAAC,kBAAkB,EAAE,CAAC,CAAC;IACtZ,gBAAgB,EAAI,EAAE,CAAC,gEAAgE,EAAE,kBAAkB,CAAC;IAC5G,mBAAmB,EAAE,EAAE,CAAC,4DAA4D,EAAE,qBAAqB,CAAC;IAC5G,gBAAgB,EAAI,EAAE,CAAC,gEAAgE,EAAE,uBAAuB,CAAC;IACjH,cAAc,EAAM,EAAE,CAAC,qDAAqD,EAAE,qBAAqB,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC;IACpI,oBAAoB,EAAE,EAAE,CAAC,+EAA+E,EAAE,sBAAsB,CAAC;IACjI,2BAA2B,EAAE,EAAE,CAAC,gEAAgE,EAAE,6BAA6B,CAAC;IAChI,eAAe,EAAK,EAAE,CAAC,4FAA4F,EAAE,iBAAiB,CAAC;IACvI,2BAA2B,EAAE,EAAE,CAAC,8FAA8F,EAAE,6BAA6B,CAAC;IAC9J,sBAAsB,EAAO,EAAE,CAAC,iFAAiF,EAAE,wBAAwB,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC,CAAC,UAAU,EAAE,CAAC,CAAC;IAC3M,wBAAwB,EAAK,EAAE,CAAC,sHAAsH,EAAE,0BAA0B,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,YAAY,EAAE,CAAC,CAAC,YAAY,EAAE,CAAC,CAAC;IACtP,uBAAuB,EAAM,EAAE,CAAC,8EAA8E,EAAE,yBAAyB,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC;IAC7L,yBAAyB,EAAI,EAAE,CAAC,+FAA+F,EAAE,2BAA2B,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC;IAClM,sDAAsD;IACtD,uBAAuB,EAAE,EAAE,CAAC,kSAAkS,EAAE,yBAAyB,CAAC;IAC1V,0BAA0B,EAAE,EAAE,CAAC,uTAAuT,EAAE,4BAA4B,CAAC;CACtX,EACD,SAAS,EACT;IACE,SAAS,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAChC,SAAS,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAChC,SAAS,EAAE,CAAC,CAAC,OAAO,EAAE,CAAC,QAAQ,EAAE;IACjC,gBAAgB,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IACvC,YAAY,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IACnC,IAAI,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAC3B,WAAW,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAClC,cAAc,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IACrC,YAAY,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IACnC,UAAU,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IACjC,WAAW,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAClC,WAAW,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAClC,SAAS,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAChC,cAAc,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IACrC,SAAS,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAChC,OAAO,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAC9B,QAAQ,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAC/B,SAAS,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAChC,SAAS,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAChC,QAAQ,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAC/B,SAAS,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,QAAQ,EAAE;IACzC,WAAW,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE,CAAC,QAAQ,CAAC,0DAA0D,CAAC;IACvG,uBAAuB;IACvB,gBAAgB,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IACvC,SAAS,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAChC,SAAS,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAChC,OAAO,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IA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@@ -114,6 +114,9 @@ export const assetTool = categoryTool("asset", "Asset management: list, search,
114
114
  search_fts: bp("Ranked asset search (token-scored over name/class/path). Params: query, maxResults?, classFilter?", "search_assets_fts", (p) => ({ query: p.query, maxResults: p.maxResults, classFilter: p.classFilter })),
115
115
  reindex_fts: bp("Rebuild the SQLite FTS5 asset index. Params: directory?", "reindex_assets_fts", (p) => ({ directory: p.directory })),
116
116
  get_referencers: bp("Reverse dependency lookup. Params: packages[] OR packagePath (#150). Returns {referencersByPackage, totalReferencers}.", "get_asset_referencers", (p) => ({ packages: p.packages, packagePath: p.packagePath })),
117
+ // v1.0.0-rc.2 — #155 (asset gaps)
118
+ set_sk_material_slots: bp("Set materials on a USkeletalMesh by slot name or slotIndex (bypasses the blueprint override-materials path that UE's ICH silently reverts). Params: assetPath, slots[{slotName?|slotIndex?, materialPath}]", "set_sk_material_slots"),
119
+ diagnose_registry: bp("Scan a content path and compare disk vs AssetRegistry (including in-memory pending-kill entries). Returns onDiskCount, inMemoryIncludedCount, ghostCount and paths. Params: path, recursive? (default true), reconcile? (forceRescan=true)", "diagnose_registry"),
117
120
  }, undefined, {
118
121
  assetPath: z.string().optional().describe("Asset path"),
119
122
  directory: z.string().optional(), query: z.string().optional(),
@@ -152,5 +155,13 @@ export const assetTool = categoryTool("asset", "Asset management: list, search,
152
155
  className: z.string().optional().describe("UClass path (/Script/Module.ClassName) or loaded class name for create_data_asset"),
153
156
  properties: z.record(z.unknown()).optional().describe("Key/value property overrides for create_data_asset"),
154
157
  packages: z.array(z.string()).optional().describe("Package paths for get_referencers"),
158
+ // #155
159
+ slots: z.array(z.object({
160
+ slotName: z.string().optional(),
161
+ slotIndex: z.number().optional(),
162
+ materialPath: z.string(),
163
+ })).optional().describe("Per-slot material assignments for set_sk_material_slots"),
164
+ path: z.string().optional().describe("Content path for diagnose_registry (e.g. /Game/Foo)"),
165
+ reconcile: z.boolean().optional().describe("diagnose_registry: force synchronous rescan (evicts pending-kill ghosts)"),
155
166
  });
156
167
  //# sourceMappingURL=asset.js.map
@@ -1 +1 @@
1
- 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1
+ 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@@ -313,6 +313,18 @@ tasks:
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  description: "Reverse dependency lookup. Params: packages[] OR packagePath (#150). Returns {referencersByPackage, totalReferencers}."
314
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  options:
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315
  method: get_asset_referencers
316
+ asset.set_sk_material_slots:
317
+ class_path: ue-mcp.bridge
318
+ group: asset
319
+ description: "Set materials on a USkeletalMesh by slot name or slotIndex (bypasses the blueprint override-materials path that UE's ICH silently reverts). Params: assetPath, slots[{slotName?|slotIndex?, materialPath}]"
320
+ options:
321
+ method: set_sk_material_slots
322
+ asset.diagnose_registry:
323
+ class_path: ue-mcp.bridge
324
+ group: asset
325
+ description: "Scan a content path and compare disk vs AssetRegistry (including in-memory pending-kill entries). Returns onDiskCount, inMemoryIncludedCount, ghostCount and paths. Params: path, recursive? (default true), reconcile? (forceRescan=true)"
326
+ options:
327
+ method: diagnose_registry
316
328
 
317
329
  # ── blueprint ──
318
330
  blueprint.read:
@@ -1185,6 +1197,18 @@ tasks:
1185
1197
  description: "Inspect a PoseSearchDatabase: schema, animation entries, cost biases, tags. Params: assetPath"
1186
1198
  options:
1187
1199
  method: read_pose_search_database
1200
+ animation.set_sequence_properties:
1201
+ class_path: ue-mcp.bridge
1202
+ group: animation
1203
+ description: "Batch-set properties on AnimSequence assets. If a path is a Montage and resolveFromMontages is true (default), resolves to its first AnimSequence. Params: assetPaths[], properties{enableRootMotion?, forceRootLock?, useNormalizedRootMotionScale?, rootMotionRootLock?}, resolveFromMontages?"
1204
+ options:
1205
+ method: set_sequence_properties
1206
+ animation.bake_root_motion_from_bone:
1207
+ class_path: ue-mcp.bridge
1208
+ group: animation
1209
+ description: "Bake delta translation from a source bone (e.g. pelvis) onto the root bone across the whole sequence; compensates the source bone so world-space position is unchanged. Params: assetPath, sourceBone, rootBone? (default 'root'), axes? (default ['x','y']), interpolation? ('linear'|'per_frame', default 'linear')"
1210
+ options:
1211
+ method: bake_root_motion_from_bone
1188
1212
 
1189
1213
  # ── landscape ──
1190
1214
  landscape.get_info:
package/package.json CHANGED
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "ue-mcp",
3
- "version": "0.7.19",
4
- "description": "Unreal Engine MCP server — 19 tools, 300+ actions for AI-driven editor control",
3
+ "version": "1.0.0-rc.2",
4
+ "description": "Unreal Engine MCP server — 19 tools, 425+ actions for AI-driven editor control",
5
5
  "type": "module",
6
6
  "main": "dist/index.js",
7
7
  "bin": {
@@ -27,7 +27,7 @@
27
27
  "ue5"
28
28
  ],
29
29
  "author": "David Lyon",
30
- "license": "MIT",
30
+ "license": "BUSL-1.1",
31
31
  "repository": {
32
32
  "type": "git",
33
33
  "url": "https://github.com/db-lyon/ue-mcp.git"
@@ -117,6 +117,10 @@ void FAnimationHandlers::RegisterHandlers(FMCPHandlerRegistry& Registry)
117
117
  Registry.RegisterHandler(TEXT("set_anim_blueprint_skeleton"), &SetAnimBlueprintSkeleton);
118
118
  Registry.RegisterHandler(TEXT("read_bone_track"), &ReadBoneTrack);
119
119
 
120
+ // v1.0.0-rc.2 — animation authoring gaps (#153, #154)
121
+ Registry.RegisterHandler(TEXT("set_sequence_properties"), &SetSequenceProperties);
122
+ Registry.RegisterHandler(TEXT("bake_root_motion_from_bone"), &BakeRootMotionFromBone);
123
+
120
124
  // v0.7.15 — PoseSearch (motion matching)
121
125
  Registry.RegisterHandler(TEXT("create_pose_search_database"), &CreatePoseSearchDatabase);
122
126
  Registry.RegisterHandler(TEXT("set_pose_search_schema"), &SetPoseSearchSchema);
@@ -2917,6 +2921,253 @@ TSharedPtr<FJsonValue> FAnimationHandlers::ReadBoneTrack(const TSharedPtr<FJsonO
2917
2921
  return MCPResult(Result);
2918
2922
  }
2919
2923
 
2924
+ // ===========================================================================
2925
+ // v1.0.0-rc.2 — animation authoring gaps
2926
+ // ===========================================================================
2927
+
2928
+ // #153: batch-set properties on AnimSequence assets, optionally resolving
2929
+ // montage inputs to their first underlying sequence. Saves each mutated
2930
+ // sequence; returns per-path results so callers can diagnose mixed outcomes.
2931
+ TSharedPtr<FJsonValue> FAnimationHandlers::SetSequenceProperties(const TSharedPtr<FJsonObject>& Params)
2932
+ {
2933
+ const TArray<TSharedPtr<FJsonValue>>* PathsArr = nullptr;
2934
+ if (!Params->TryGetArrayField(TEXT("assetPaths"), PathsArr))
2935
+ {
2936
+ return MCPError(TEXT("Missing 'assetPaths' array parameter"));
2937
+ }
2938
+
2939
+ const TSharedPtr<FJsonObject>* PropsObj = nullptr;
2940
+ if (!Params->TryGetObjectField(TEXT("properties"), PropsObj) || !PropsObj || !(*PropsObj).IsValid())
2941
+ {
2942
+ return MCPError(TEXT("Missing 'properties' object parameter"));
2943
+ }
2944
+ const TSharedPtr<FJsonObject>& Props = *PropsObj;
2945
+
2946
+ const bool bResolveMontages = OptionalBool(Params, TEXT("resolveFromMontages"), true);
2947
+
2948
+ TArray<TSharedPtr<FJsonValue>> Results;
2949
+ int32 UpdatedCount = 0;
2950
+ int32 SkippedCount = 0;
2951
+
2952
+ for (const TSharedPtr<FJsonValue>& PathVal : *PathsArr)
2953
+ {
2954
+ FString Path;
2955
+ if (!PathVal.IsValid() || !PathVal->TryGetString(Path)) continue;
2956
+
2957
+ TSharedPtr<FJsonObject> Entry = MakeShared<FJsonObject>();
2958
+ Entry->SetStringField(TEXT("assetPath"), Path);
2959
+
2960
+ UObject* Loaded = UEditorAssetLibrary::LoadAsset(Path);
2961
+ UAnimSequence* Seq = Cast<UAnimSequence>(Loaded);
2962
+ FString ResolvedPath = Path;
2963
+ if (!Seq && bResolveMontages)
2964
+ {
2965
+ if (UAnimMontage* Montage = Cast<UAnimMontage>(Loaded))
2966
+ {
2967
+ UAnimSequenceBase* FirstRef = Montage->GetFirstAnimReference();
2968
+ Seq = Cast<UAnimSequence>(FirstRef);
2969
+ if (Seq)
2970
+ {
2971
+ ResolvedPath = Seq->GetPathName();
2972
+ Entry->SetStringField(TEXT("resolvedFromMontage"), Path);
2973
+ Entry->SetStringField(TEXT("assetPath"), ResolvedPath);
2974
+ }
2975
+ }
2976
+ }
2977
+
2978
+ if (!Seq)
2979
+ {
2980
+ Entry->SetStringField(TEXT("status"), TEXT("skipped"));
2981
+ Entry->SetStringField(TEXT("reason"), TEXT("not an AnimSequence (or no resolvable sequence from montage)"));
2982
+ Results.Add(MakeShared<FJsonValueObject>(Entry));
2983
+ ++SkippedCount;
2984
+ continue;
2985
+ }
2986
+
2987
+ Seq->Modify();
2988
+
2989
+ bool EnableRootMotion;
2990
+ if (Props->TryGetBoolField(TEXT("enableRootMotion"), EnableRootMotion))
2991
+ {
2992
+ Seq->bEnableRootMotion = EnableRootMotion;
2993
+ }
2994
+ bool ForceRootLock;
2995
+ if (Props->TryGetBoolField(TEXT("forceRootLock"), ForceRootLock))
2996
+ {
2997
+ Seq->bForceRootLock = ForceRootLock;
2998
+ }
2999
+ bool UseNormalizedRootMotionScale;
3000
+ if (Props->TryGetBoolField(TEXT("useNormalizedRootMotionScale"), UseNormalizedRootMotionScale))
3001
+ {
3002
+ Seq->bUseNormalizedRootMotionScale = UseNormalizedRootMotionScale;
3003
+ }
3004
+ FString RootMotionMode;
3005
+ if (Props->TryGetStringField(TEXT("rootMotionRootLock"), RootMotionMode))
3006
+ {
3007
+ if (RootMotionMode.Equals(TEXT("RefPose"), ESearchCase::IgnoreCase)) Seq->RootMotionRootLock = ERootMotionRootLock::RefPose;
3008
+ else if (RootMotionMode.Equals(TEXT("AnimFirstFrame"), ESearchCase::IgnoreCase)) Seq->RootMotionRootLock = ERootMotionRootLock::AnimFirstFrame;
3009
+ else if (RootMotionMode.Equals(TEXT("Zero"), ESearchCase::IgnoreCase)) Seq->RootMotionRootLock = ERootMotionRootLock::Zero;
3010
+ }
3011
+
3012
+ Seq->PostEditChange();
3013
+ UEditorAssetLibrary::SaveLoadedAsset(Seq, /*bOnlyIfIsDirty=*/false);
3014
+
3015
+ Entry->SetStringField(TEXT("status"), TEXT("updated"));
3016
+ Entry->SetBoolField(TEXT("enableRootMotion"), Seq->bEnableRootMotion);
3017
+ Entry->SetBoolField(TEXT("forceRootLock"), Seq->bForceRootLock);
3018
+ Results.Add(MakeShared<FJsonValueObject>(Entry));
3019
+ ++UpdatedCount;
3020
+ }
3021
+
3022
+ auto Result = MCPSuccess();
3023
+ MCPSetUpdated(Result);
3024
+ Result->SetNumberField(TEXT("updated"), UpdatedCount);
3025
+ Result->SetNumberField(TEXT("skipped"), SkippedCount);
3026
+ Result->SetArrayField(TEXT("results"), Results);
3027
+ return MCPResult(Result);
3028
+ }
3029
+
3030
+ // #154: bake delta translation from a source bone (e.g. pelvis) onto the root
3031
+ // bone across the full sequence, compensating the source bone so world-space
3032
+ // position is unchanged. Default bakes X/Y (horizontal); Z is typically left
3033
+ // on the source bone for gravity. Linear interpolation from frame 0 delta.
3034
+ TSharedPtr<FJsonValue> FAnimationHandlers::BakeRootMotionFromBone(const TSharedPtr<FJsonObject>& Params)
3035
+ {
3036
+ FString AssetPath;
3037
+ if (auto Err = RequireStringAlt(Params, TEXT("assetPath"), TEXT("path"), AssetPath)) return Err;
3038
+
3039
+ FString SourceBoneName;
3040
+ if (auto Err = RequireString(Params, TEXT("sourceBone"), SourceBoneName)) return Err;
3041
+
3042
+ const FString RootBoneName = OptionalString(Params, TEXT("rootBone"), TEXT("root"));
3043
+ const FString InterpMode = OptionalString(Params, TEXT("interpolation"), TEXT("linear"));
3044
+
3045
+ bool bBakeX = true, bBakeY = true, bBakeZ = false;
3046
+ const TArray<TSharedPtr<FJsonValue>>* AxesArr = nullptr;
3047
+ if (Params->TryGetArrayField(TEXT("axes"), AxesArr))
3048
+ {
3049
+ bBakeX = bBakeY = bBakeZ = false;
3050
+ for (const TSharedPtr<FJsonValue>& V : *AxesArr)
3051
+ {
3052
+ FString Ax; if (V.IsValid() && V->TryGetString(Ax))
3053
+ {
3054
+ Ax = Ax.ToLower();
3055
+ if (Ax == TEXT("x")) bBakeX = true;
3056
+ else if (Ax == TEXT("y")) bBakeY = true;
3057
+ else if (Ax == TEXT("z")) bBakeZ = true;
3058
+ }
3059
+ }
3060
+ }
3061
+
3062
+ UAnimSequence* Seq = Cast<UAnimSequence>(UEditorAssetLibrary::LoadAsset(AssetPath));
3063
+ if (!Seq) return MCPError(FString::Printf(TEXT("AnimSequence not found: %s"), *AssetPath));
3064
+
3065
+ USkeleton* Skeleton = Seq->GetSkeleton();
3066
+ if (!Skeleton) return MCPError(TEXT("AnimSequence has no Skeleton"));
3067
+
3068
+ const FReferenceSkeleton& RefSkeleton = Skeleton->GetReferenceSkeleton();
3069
+ const FName SourceFName(*SourceBoneName);
3070
+ const FName RootFName(*RootBoneName);
3071
+ if (RefSkeleton.FindBoneIndex(SourceFName) == INDEX_NONE)
3072
+ {
3073
+ return MCPError(FString::Printf(TEXT("Source bone '%s' not found in skeleton"), *SourceBoneName));
3074
+ }
3075
+ if (RefSkeleton.FindBoneIndex(RootFName) == INDEX_NONE)
3076
+ {
3077
+ return MCPError(FString::Printf(TEXT("Root bone '%s' not found in skeleton"), *RootBoneName));
3078
+ }
3079
+
3080
+ IAnimationDataModel* DataModel = Seq->GetDataModel();
3081
+ if (!DataModel) return MCPError(TEXT("Sequence has no data model"));
3082
+
3083
+ const int32 NumFrames = DataModel->GetNumberOfFrames();
3084
+ const int32 NumKeys = NumFrames + 1;
3085
+ if (NumKeys < 2) return MCPError(TEXT("Sequence must have at least 2 keys to bake root motion"));
3086
+
3087
+ const FFrameRate FrameRate = DataModel->GetFrameRate();
3088
+
3089
+ TArray<FVector> SourceLocIn, SourceLocOut, RootLocOut;
3090
+ TArray<FQuat> SourceRotIn, RootRotOut;
3091
+ TArray<FVector> SourceSclIn, RootSclOut;
3092
+ SourceLocIn.Reserve(NumKeys); SourceLocOut.Reserve(NumKeys); RootLocOut.Reserve(NumKeys);
3093
+ SourceRotIn.Reserve(NumKeys); RootRotOut.Reserve(NumKeys);
3094
+ SourceSclIn.Reserve(NumKeys); RootSclOut.Reserve(NumKeys);
3095
+
3096
+ for (int32 Key = 0; Key < NumKeys; ++Key)
3097
+ {
3098
+ const FFrameTime FT = FrameRate.AsFrameTime((double)Key / FrameRate.AsDecimal());
3099
+ const FTransform Xf = DataModel->EvaluateBoneTrackTransform(SourceFName, FT, EAnimInterpolationType::Linear);
3100
+ SourceLocIn.Add(Xf.GetLocation());
3101
+ SourceRotIn.Add(Xf.GetRotation());
3102
+ SourceSclIn.Add(Xf.GetScale3D());
3103
+ }
3104
+
3105
+ const FVector StartLoc = SourceLocIn[0];
3106
+ const FVector EndLoc = SourceLocIn.Last();
3107
+ const FVector TotalDelta(
3108
+ bBakeX ? (EndLoc.X - StartLoc.X) : 0.0,
3109
+ bBakeY ? (EndLoc.Y - StartLoc.Y) : 0.0,
3110
+ bBakeZ ? (EndLoc.Z - StartLoc.Z) : 0.0);
3111
+
3112
+ const bool bPerFrame = InterpMode.Equals(TEXT("per_frame"), ESearchCase::IgnoreCase);
3113
+
3114
+ for (int32 Key = 0; Key < NumKeys; ++Key)
3115
+ {
3116
+ FVector RootDelta = FVector::ZeroVector;
3117
+ if (bPerFrame)
3118
+ {
3119
+ const FVector Cur = SourceLocIn[Key] - StartLoc;
3120
+ RootDelta = FVector(bBakeX ? Cur.X : 0.0, bBakeY ? Cur.Y : 0.0, bBakeZ ? Cur.Z : 0.0);
3121
+ }
3122
+ else
3123
+ {
3124
+ const double T = (NumKeys > 1) ? ((double)Key / (double)(NumKeys - 1)) : 0.0;
3125
+ RootDelta = TotalDelta * T;
3126
+ }
3127
+ RootLocOut.Add(RootDelta);
3128
+ RootRotOut.Add(FQuat::Identity);
3129
+ RootSclOut.Add(FVector::OneVector);
3130
+
3131
+ FVector SrcLoc = SourceLocIn[Key];
3132
+ if (bBakeX) SrcLoc.X -= RootDelta.X;
3133
+ if (bBakeY) SrcLoc.Y -= RootDelta.Y;
3134
+ if (bBakeZ) SrcLoc.Z -= RootDelta.Z;
3135
+ SourceLocOut.Add(SrcLoc);
3136
+ }
3137
+
3138
+ IAnimationDataController& Controller = Seq->GetController();
3139
+ Controller.OpenBracket(NSLOCTEXT("MCP", "BakeRootMotion", "Bake Root Motion From Bone"));
3140
+
3141
+ if (!DataModel->IsValidBoneTrackName(RootFName)) Controller.AddBoneCurve(RootFName);
3142
+ if (!DataModel->IsValidBoneTrackName(SourceFName)) Controller.AddBoneCurve(SourceFName);
3143
+
3144
+ Controller.SetBoneTrackKeys(RootFName, RootLocOut, RootRotOut, RootSclOut);
3145
+ Controller.SetBoneTrackKeys(SourceFName, SourceLocOut, SourceRotIn, SourceSclIn);
3146
+
3147
+ Controller.CloseBracket(false);
3148
+
3149
+ GEditor->ResetTransaction(NSLOCTEXT("MCP", "BakeRootMotionReset", "Bake Root Motion Complete"));
3150
+
3151
+ Seq->bEnableRootMotion = true;
3152
+ Seq->PostEditChange();
3153
+ Seq->MarkPackageDirty();
3154
+ UEditorAssetLibrary::SaveLoadedAsset(Seq, /*bOnlyIfIsDirty=*/false);
3155
+
3156
+ auto Result = MCPSuccess();
3157
+ MCPSetUpdated(Result);
3158
+ Result->SetStringField(TEXT("assetPath"), AssetPath);
3159
+ Result->SetStringField(TEXT("sourceBone"), SourceBoneName);
3160
+ Result->SetStringField(TEXT("rootBone"), RootBoneName);
3161
+ Result->SetNumberField(TEXT("keys"), NumKeys);
3162
+ TSharedPtr<FJsonObject> Delta = MakeShared<FJsonObject>();
3163
+ Delta->SetNumberField(TEXT("x"), TotalDelta.X);
3164
+ Delta->SetNumberField(TEXT("y"), TotalDelta.Y);
3165
+ Delta->SetNumberField(TEXT("z"), TotalDelta.Z);
3166
+ Result->SetObjectField(TEXT("totalDelta"), Delta);
3167
+ Result->SetStringField(TEXT("interpolation"), bPerFrame ? TEXT("per_frame") : TEXT("linear"));
3168
+ return MCPResult(Result);
3169
+ }
3170
+
2920
3171
  // ===========================================================================
2921
3172
  // v0.7.15 — PoseSearch (motion matching)
2922
3173
  // ===========================================================================
@@ -79,6 +79,10 @@ private:
79
79
  static TSharedPtr<FJsonValue> SetAnimBlueprintSkeleton(const TSharedPtr<FJsonObject>& Params);
80
80
  static TSharedPtr<FJsonValue> ReadBoneTrack(const TSharedPtr<FJsonObject>& Params);
81
81
 
82
+ // v1.0.0-rc.2 — animation authoring gaps (#153, #154)
83
+ static TSharedPtr<FJsonValue> SetSequenceProperties(const TSharedPtr<FJsonObject>& Params);
84
+ static TSharedPtr<FJsonValue> BakeRootMotionFromBone(const TSharedPtr<FJsonObject>& Params);
85
+
82
86
  // v0.7.15 — PoseSearch (motion matching)
83
87
  static TSharedPtr<FJsonValue> CreatePoseSearchDatabase(const TSharedPtr<FJsonObject>& Params);
84
88
  static TSharedPtr<FJsonValue> SetPoseSearchSchema(const TSharedPtr<FJsonObject>& Params);
@@ -107,6 +107,10 @@ void FAssetHandlers::RegisterHandlers(FMCPHandlerRegistry& Registry)
107
107
 
108
108
  // v0.7.19 #150 — AssetRegistry referencers
109
109
  Registry.RegisterHandler(TEXT("get_asset_referencers"), &GetReferencers);
110
+
111
+ // v1.0.0-rc.2 — #155 (asset gaps)
112
+ Registry.RegisterHandler(TEXT("set_sk_material_slots"), &SetSkeletalMeshMaterialSlots);
113
+ Registry.RegisterHandler(TEXT("diagnose_registry"), &DiagnoseRegistry);
110
114
  }
111
115
 
112
116
  // ---------------------------------------------------------------------------
@@ -2730,3 +2734,164 @@ TSharedPtr<FJsonValue> FAssetHandlers::GetReferencers(const TSharedPtr<FJsonObje
2730
2734
  Result->SetNumberField(TEXT("queriedPackages"), Packages.Num());
2731
2735
  return MCPResult(Result);
2732
2736
  }
2737
+
2738
+ // ─── #155 asset(set_sk_material_slots) ──────────────────────────────
2739
+ // Blueprint component property writes to SkeletalMeshComponent.OverrideMaterials
2740
+ // are silently reverted by UE's ICH pipeline; the reliable path is to mutate
2741
+ // USkeletalMesh.Materials directly. Accepts either slotName or slotIndex per
2742
+ // entry. Missing slot names are reported, not skipped silently.
2743
+ TSharedPtr<FJsonValue> FAssetHandlers::SetSkeletalMeshMaterialSlots(const TSharedPtr<FJsonObject>& Params)
2744
+ {
2745
+ FString AssetPath;
2746
+ if (auto Err = RequireStringAlt(Params, TEXT("assetPath"), TEXT("path"), AssetPath)) return Err;
2747
+
2748
+ const TArray<TSharedPtr<FJsonValue>>* SlotsArr = nullptr;
2749
+ if (!Params->TryGetArrayField(TEXT("slots"), SlotsArr))
2750
+ {
2751
+ return MCPError(TEXT("Missing 'slots' array parameter"));
2752
+ }
2753
+
2754
+ USkeletalMesh* Mesh = Cast<USkeletalMesh>(StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *AssetPath));
2755
+ if (!Mesh) return MCPError(FString::Printf(TEXT("SkeletalMesh not found: %s"), *AssetPath));
2756
+
2757
+ Mesh->Modify();
2758
+ TArray<FSkeletalMaterial> Materials = Mesh->GetMaterials();
2759
+
2760
+ TArray<TSharedPtr<FJsonValue>> Applied;
2761
+ TArray<FString> Errors;
2762
+
2763
+ for (const TSharedPtr<FJsonValue>& SlotVal : *SlotsArr)
2764
+ {
2765
+ const TSharedPtr<FJsonObject>* SlotObjPtr = nullptr;
2766
+ if (!SlotVal.IsValid() || !SlotVal->TryGetObject(SlotObjPtr)) continue;
2767
+ const TSharedPtr<FJsonObject>& Slot = *SlotObjPtr;
2768
+
2769
+ FString MaterialPath;
2770
+ if (!Slot->TryGetStringField(TEXT("materialPath"), MaterialPath))
2771
+ {
2772
+ Errors.Add(TEXT("slot entry missing 'materialPath'"));
2773
+ continue;
2774
+ }
2775
+
2776
+ UMaterialInterface* Material = Cast<UMaterialInterface>(StaticLoadObject(UMaterialInterface::StaticClass(), nullptr, *MaterialPath));
2777
+ if (!Material)
2778
+ {
2779
+ Errors.Add(FString::Printf(TEXT("material not found: %s"), *MaterialPath));
2780
+ continue;
2781
+ }
2782
+
2783
+ int32 Index = INDEX_NONE;
2784
+ double SlotIdxNum = 0;
2785
+ if (Slot->TryGetNumberField(TEXT("slotIndex"), SlotIdxNum))
2786
+ {
2787
+ Index = (int32)SlotIdxNum;
2788
+ }
2789
+ else
2790
+ {
2791
+ FString SlotName;
2792
+ if (Slot->TryGetStringField(TEXT("slotName"), SlotName))
2793
+ {
2794
+ const FName Target(*SlotName);
2795
+ for (int32 I = 0; I < Materials.Num(); ++I)
2796
+ {
2797
+ if (Materials[I].MaterialSlotName == Target)
2798
+ {
2799
+ Index = I; break;
2800
+ }
2801
+ }
2802
+ if (Index == INDEX_NONE)
2803
+ {
2804
+ Errors.Add(FString::Printf(TEXT("slotName '%s' not found on %s"), *SlotName, *AssetPath));
2805
+ continue;
2806
+ }
2807
+ }
2808
+ }
2809
+
2810
+ if (Index < 0 || Index >= Materials.Num())
2811
+ {
2812
+ Errors.Add(FString::Printf(TEXT("slotIndex %d out of range (mesh has %d slots)"), Index, Materials.Num()));
2813
+ continue;
2814
+ }
2815
+
2816
+ Materials[Index].MaterialInterface = Material;
2817
+
2818
+ TSharedPtr<FJsonObject> Entry = MakeShared<FJsonObject>();
2819
+ Entry->SetNumberField(TEXT("slotIndex"), Index);
2820
+ Entry->SetStringField(TEXT("slotName"), Materials[Index].MaterialSlotName.ToString());
2821
+ Entry->SetStringField(TEXT("materialPath"), MaterialPath);
2822
+ Applied.Add(MakeShared<FJsonValueObject>(Entry));
2823
+ }
2824
+
2825
+ Mesh->SetMaterials(Materials);
2826
+ Mesh->PostEditChange();
2827
+ Mesh->MarkPackageDirty();
2828
+ UEditorAssetLibrary::SaveLoadedAsset(Mesh, /*bOnlyIfIsDirty=*/false);
2829
+
2830
+ auto Result = MCPSuccess();
2831
+ MCPSetUpdated(Result);
2832
+ Result->SetStringField(TEXT("assetPath"), AssetPath);
2833
+ Result->SetNumberField(TEXT("slotCount"), Materials.Num());
2834
+ Result->SetArrayField(TEXT("applied"), Applied);
2835
+ if (Errors.Num() > 0)
2836
+ {
2837
+ TArray<TSharedPtr<FJsonValue>> ErrArr;
2838
+ for (const FString& E : Errors) ErrArr.Add(MakeShared<FJsonValueString>(E));
2839
+ Result->SetArrayField(TEXT("errors"), ErrArr);
2840
+ }
2841
+ return MCPResult(Result);
2842
+ }
2843
+
2844
+ // ─── #155 asset(diagnose_registry) ──────────────────────────────────
2845
+ // Explains the gap between disk state and the in-memory AssetRegistry.
2846
+ // Returns on-disk vs registry-including-memory counts so callers can
2847
+ // recognise pending-kill ghost entries after delete(). reconcile=true
2848
+ // forces a synchronous rescan (matches the Python workaround).
2849
+ TSharedPtr<FJsonValue> FAssetHandlers::DiagnoseRegistry(const TSharedPtr<FJsonObject>& Params)
2850
+ {
2851
+ FString Path;
2852
+ if (auto Err = RequireString(Params, TEXT("path"), Path)) return Err;
2853
+
2854
+ const bool bReconcile = OptionalBool(Params, TEXT("reconcile"), false);
2855
+ const bool bRecursive = OptionalBool(Params, TEXT("recursive"), true);
2856
+
2857
+ IAssetRegistry& AR = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry")).Get();
2858
+
2859
+ if (bReconcile)
2860
+ {
2861
+ AR.ScanPathsSynchronous({ Path }, /*bForceRescan=*/true, /*bIgnoreDenyListScanFilters=*/true);
2862
+ }
2863
+
2864
+ FARFilter FilterDisk;
2865
+ FilterDisk.PackagePaths.Add(FName(*Path));
2866
+ FilterDisk.bRecursivePaths = bRecursive;
2867
+ FilterDisk.bIncludeOnlyOnDiskAssets = true;
2868
+ TArray<FAssetData> OnDisk;
2869
+ AR.GetAssets(FilterDisk, OnDisk);
2870
+
2871
+ FARFilter FilterAll = FilterDisk;
2872
+ FilterAll.bIncludeOnlyOnDiskAssets = false;
2873
+ TArray<FAssetData> InMemoryIncluded;
2874
+ AR.GetAssets(FilterAll, InMemoryIncluded);
2875
+
2876
+ TSet<FName> DiskSet;
2877
+ for (const FAssetData& D : OnDisk) DiskSet.Add(D.PackageName);
2878
+
2879
+ TArray<TSharedPtr<FJsonValue>> GhostArr;
2880
+ for (const FAssetData& A : InMemoryIncluded)
2881
+ {
2882
+ if (!DiskSet.Contains(A.PackageName))
2883
+ {
2884
+ GhostArr.Add(MakeShared<FJsonValueString>(A.GetObjectPathString()));
2885
+ }
2886
+ }
2887
+
2888
+ auto Result = MCPSuccess();
2889
+ Result->SetStringField(TEXT("path"), Path);
2890
+ Result->SetBoolField(TEXT("recursive"), bRecursive);
2891
+ Result->SetBoolField(TEXT("reconciled"), bReconcile);
2892
+ Result->SetNumberField(TEXT("onDiskCount"), OnDisk.Num());
2893
+ Result->SetNumberField(TEXT("inMemoryIncludedCount"), InMemoryIncluded.Num());
2894
+ Result->SetNumberField(TEXT("ghostCount"), GhostArr.Num());
2895
+ Result->SetArrayField(TEXT("ghostPaths"), GhostArr);
2896
+ return MCPResult(Result);
2897
+ }
@@ -67,4 +67,8 @@ private:
67
67
 
68
68
  // v0.7.19 issue #150 — AssetRegistry referencers for a set of packages
69
69
  static TSharedPtr<FJsonValue> GetReferencers(const TSharedPtr<FJsonObject>& Params);
70
+
71
+ // v1.0.0-rc.2 — #155 (asset gaps)
72
+ static TSharedPtr<FJsonValue> SetSkeletalMeshMaterialSlots(const TSharedPtr<FJsonObject>& Params);
73
+ static TSharedPtr<FJsonValue> DiagnoseRegistry(const TSharedPtr<FJsonObject>& Params);
70
74
  };
@@ -30,6 +30,7 @@
30
30
  #include "UObject/UnrealType.h"
31
31
  #include "UObject/PropertyPortFlags.h"
32
32
  #include "UObject/SoftObjectPtr.h"
33
+ #include "ScopedTransaction.h"
33
34
 
34
35
  namespace
35
36
  {
@@ -274,7 +275,7 @@ TSharedPtr<FJsonValue> FPCGHandlers::CreatePCGGraph(const TSharedPtr<FJsonObject
274
275
  return MCPError(TEXT("Failed to create PCGGraph"));
275
276
  }
276
277
 
277
- UEditorAssetLibrary::SaveAsset(NewAsset->GetPathName());
278
+ UEditorAssetLibrary::SaveLoadedAsset(NewAsset, /*bOnlyIfIsDirty=*/false);
278
279
 
279
280
  auto Result = MCPSuccess();
280
281
  MCPSetCreated(Result);
@@ -350,37 +351,38 @@ TSharedPtr<FJsonValue> FPCGHandlers::AddPCGNode(const TSharedPtr<FJsonObject>& P
350
351
  return MCPError(FString::Printf(TEXT("PCG settings class not found or invalid: %s"), *NodeType));
351
352
  }
352
353
 
353
- // #147: outer settings in the graph (not transient) so they serialize with
354
- // the package. The old code created settings under GetTransientPackage(),
355
- // which meant the settings object was garbage-collected on editor restart
356
- // nodes came back referencing null and the executor never dispatched.
354
+ // #157: wrap mutation in a scoped transaction, outer settings to the graph
355
+ // (so they serialize with the package), and force SaveLoadedAsset on the
356
+ // exact Graph instance. The prior AddNode + SaveAsset(path) combination
357
+ // could silently drop mutations when save-by-path resolved to a different
358
+ // loaded instance than the one we mutated.
359
+ FScopedTransaction Transaction(NSLOCTEXT("UEMCPBridge", "AddPCGNode", "Add PCG Node"));
360
+ Graph->Modify();
361
+
357
362
  UPCGSettings* DefaultSettings = NewObject<UPCGSettings>(Graph, SettingsClass, NAME_None, RF_Transactional);
358
363
  if (!DefaultSettings)
359
364
  {
360
365
  return MCPError(TEXT("Failed to create PCG settings instance"));
361
366
  }
362
367
 
363
- // Add node to graph
364
- UPCGNode* NewNode = Graph->AddNode(DefaultSettings);
368
+ // AddNodeInstance matches the proven Python path: wraps settings in a
369
+ // UPCGSettingsInstance parented to the new node. AddNode(UPCGSettings*)
370
+ // still persists but diverges from how the PCG editor authors nodes.
371
+ UPCGNode* NewNode = Graph->AddNodeInstance(DefaultSettings);
365
372
  if (!NewNode)
366
373
  {
367
374
  return MCPError(TEXT("Failed to add node to PCG graph"));
368
375
  }
369
376
 
370
- // #147: Ensure settings outer is the new node (matches the proven Python
371
- // workaround `s.rename(None, n)`) so renaming/duplicating the graph keeps
372
- // settings attached. AddNode may already do this; re-parenting is idempotent.
373
- if (UPCGSettings* NodeSettings = const_cast<UPCGSettings*>(NewNode->GetSettings()))
377
+ // Keep settings parented to the node so duplicate/rename of the graph
378
+ // carries settings with it. AddNodeInstance already does this for the
379
+ // SettingsInstance wrapper; we also reparent the underlying settings.
380
+ if (DefaultSettings->GetOuter() != NewNode && !DefaultSettings->GetOuter()->IsA<UPackage>())
374
381
  {
375
- UObject* Outer = NodeSettings->GetOuter();
376
- if (Outer != NewNode && Outer != nullptr && !Outer->IsA<UPackage>())
377
- {
378
- NodeSettings->Rename(nullptr, NewNode, REN_DontCreateRedirectors | REN_DoNotDirty);
379
- }
380
- NodeSettings->PostEditChange();
382
+ DefaultSettings->Rename(nullptr, NewNode, REN_DontCreateRedirectors | REN_DoNotDirty);
381
383
  }
384
+ DefaultSettings->PostEditChange();
382
385
 
383
- // Set position if provided
384
386
  double PosX = 0, PosY = 0;
385
387
  if (Params->TryGetNumberField(TEXT("posX"), PosX) || Params->TryGetNumberField(TEXT("posY"), PosY))
386
388
  {
@@ -388,15 +390,11 @@ TSharedPtr<FJsonValue> FPCGHandlers::AddPCGNode(const TSharedPtr<FJsonObject>& P
388
390
  NewNode->PositionY = (int32)PosY;
389
391
  }
390
392
 
391
- // Notify open editor tabs and mark package dirty so Ctrl+S / autosave picks it up (#108)
392
- // UE 5.7: NotifyGraphChanged is private. MarkPackageDirty + SaveAsset
393
- // still persist changes; open editor tabs may need a reopen to refresh.
394
393
  NewNode->PostEditChange();
395
394
  Graph->PostEditChange();
396
395
  if (UPackage* Pkg = Graph->GetOutermost()) { Pkg->MarkPackageDirty(); }
397
396
 
398
- // Save the graph asset
399
- UEditorAssetLibrary::SaveAsset(AssetPath);
397
+ UEditorAssetLibrary::SaveLoadedAsset(Graph, /*bOnlyIfIsDirty=*/false);
400
398
 
401
399
  auto Result = MCPSuccess();
402
400
  MCPSetCreated(Result);
@@ -522,18 +520,19 @@ TSharedPtr<FJsonValue> FPCGHandlers::ConnectPCGNodes(const TSharedPtr<FJsonObjec
522
520
  return MCPError(TEXT("No suitable input pin found on target node"));
523
521
  }
524
522
 
523
+ FScopedTransaction Transaction(NSLOCTEXT("UEMCPBridge", "ConnectPCGNodes", "Connect PCG Nodes"));
524
+ Graph->Modify();
525
+
525
526
  UPCGNode* ResultNode = Graph->AddEdge(SourceNode, ResolvedSourcePinLabel, TargetNode, ResolvedTargetPinLabel);
526
527
  if (!ResultNode)
527
528
  {
528
529
  return MCPError(TEXT("Failed to connect pins - connection may already exist or be incompatible"));
529
530
  }
530
531
 
531
- // Notify editor and mark dirty (#108)
532
532
  Graph->PostEditChange();
533
533
  if (UPackage* Pkg = Graph->GetOutermost()) { Pkg->MarkPackageDirty(); }
534
534
 
535
- // Save the graph asset
536
- UEditorAssetLibrary::SaveAsset(AssetPath);
535
+ UEditorAssetLibrary::SaveLoadedAsset(Graph, /*bOnlyIfIsDirty=*/false);
537
536
 
538
537
  auto Result = MCPSuccess();
539
538
  Result->SetStringField(TEXT("assetPath"), AssetPath);
@@ -580,17 +579,15 @@ TSharedPtr<FJsonValue> FPCGHandlers::RemovePCGNode(const TSharedPtr<FJsonObject>
580
579
  return MCPResult(Noop);
581
580
  }
582
581
 
583
- // Remove the node from the graph
582
+ FScopedTransaction Transaction(NSLOCTEXT("UEMCPBridge", "RemovePCGNode", "Remove PCG Node"));
583
+ Graph->Modify();
584
+
584
585
  Graph->RemoveNode(FoundNode);
585
586
 
586
- // Notify editor and mark dirty (#108)
587
- // UE 5.7: NotifyGraphChanged is private. MarkPackageDirty + SaveAsset
588
- // still persist changes; open editor tabs may need a reopen to refresh.
589
587
  Graph->PostEditChange();
590
588
  if (UPackage* Pkg = Graph->GetOutermost()) { Pkg->MarkPackageDirty(); }
591
589
 
592
- // Save the graph asset
593
- UEditorAssetLibrary::SaveAsset(AssetPath);
590
+ UEditorAssetLibrary::SaveLoadedAsset(Graph, /*bOnlyIfIsDirty=*/false);
594
591
 
595
592
  auto Result = MCPSuccess();
596
593
  Result->SetStringField(TEXT("assetPath"), AssetPath);
@@ -692,12 +689,10 @@ TSharedPtr<FJsonValue> FPCGHandlers::SetPCGNodeSettings(const TSharedPtr<FJsonOb
692
689
 
693
690
  Settings->PostEditChange();
694
691
 
695
- // Notify editor and mark dirty (#108)
696
692
  Graph->PostEditChange();
697
693
  if (UPackage* Pkg = Graph->GetOutermost()) { Pkg->MarkPackageDirty(); }
698
694
 
699
- // Save the graph asset
700
- UEditorAssetLibrary::SaveAsset(AssetPath);
695
+ UEditorAssetLibrary::SaveLoadedAsset(Graph, /*bOnlyIfIsDirty=*/false);
701
696
 
702
697
  auto Result = MakeShared<FJsonObject>();
703
698
  Result->SetStringField(TEXT("assetPath"), AssetPath);