ue-mcp 1.0.42 → 1.0.43

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@@ -26,6 +26,6 @@
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  "statetree": 35,
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  "plugins": 2
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  },
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- "generatedAt": "2026-05-25T19:19:18.505Z",
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- "version": "1.0.42"
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+ "generatedAt": "2026-05-25T23:08:00.321Z",
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+ "version": "1.0.43"
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  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "ue-mcp",
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- "version": "1.0.42",
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+ "version": "1.0.43",
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  "description": "Unreal Engine MCP server - 21 tools, 556+ actions for AI-driven editor control",
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  "type": "module",
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  "main": "dist/index.js",
@@ -6,6 +6,8 @@
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  #include "EnhancedInputComponent.h"
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  #include "EnhancedInputSubsystems.h"
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  #include "EnhancedPlayerInput.h"
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+ #include "InputAction.h"
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+ #include "UObject/UObjectIterator.h"
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  #include "GameFramework/PlayerController.h"
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  #include "GameFramework/Pawn.h"
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  #include "GameFramework/Character.h"
@@ -197,15 +199,21 @@ namespace UEMCPPIE
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  }
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  }
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- // IMC mappings: actions polled via GetActionValue() without BindAction.
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+ // IMC-mapped actions: walk all loaded UInputAction assets and check
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+ // which ones have active instance data in the player input. This
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+ // catches actions polled via GetActionValue() without BindAction.
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  ULocalPlayer* LP = PC->GetLocalPlayer();
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  UEnhancedInputLocalPlayerSubsystem* Sub = LP ? LP->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>() : nullptr;
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  UEnhancedPlayerInput* PlayerInput = Sub ? Sub->GetPlayerInput() : nullptr;
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  if (PlayerInput)
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  {
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- for (const FEnhancedActionKeyMapping& Mapping : PlayerInput->GetEnhancedActionMappings())
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+ for (TObjectIterator<UInputAction> It; It; ++It)
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  {
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- TryAdd(Mapping.Action);
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+ const UInputAction* Action = *It;
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+ if (Action && PlayerInput->FindActionInstanceData(Action))
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+ {
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+ TryAdd(Action);
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+ }
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  }
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  }
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  }