ue-mcp 1.0.59 → 1.0.61

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package/README.md CHANGED
@@ -1,6 +1,6 @@
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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 <!-- count:tools -->21<!-- /count --> category tools covering <!-- count:actions -->527+<!-- /count --> actions, plus a YAML flow engine for multi-step workflows.
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+ **Unreal Engine Model Context Protocol Server** - gives AI assistants deep read/write access to the Unreal Editor through <!-- count:tools -->21<!-- /count --> category tools covering <!-- count:actions -->513+<!-- /count --> actions, plus a YAML flow engine for multi-step workflows.
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  ```mermaid
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  flowchart LR
@@ -57,7 +57,7 @@ If you prefer to configure manually, add to your MCP client config:
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  - [Getting Started](https://db-lyon.github.io/ue-mcp/getting-started/) — Installation, configuration, first run
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  - [Architecture](https://db-lyon.github.io/ue-mcp/architecture/) — How the pieces fit together
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- - [Tool Reference](https://db-lyon.github.io/ue-mcp/tool-reference/) - All <!-- count:tools -->21<!-- /count --> tools with <!-- count:actions -->527+<!-- /count --> actions
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+ - [Tool Reference](https://db-lyon.github.io/ue-mcp/tool-reference/) - All <!-- count:tools -->21<!-- /count --> tools with <!-- count:actions -->513+<!-- /count --> actions
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  - [Flows](https://db-lyon.github.io/ue-mcp/flows/) - YAML flow engine, custom tasks, rollback, hooks
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  - [Configuration](https://db-lyon.github.io/ue-mcp/configuration/) — `.ue-mcp.json` and MCP client config
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  - [Neon Shrine Demo](https://db-lyon.github.io/ue-mcp/neon-shrine-demo/) — Interactive guided demo
@@ -1 +1 @@
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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, scan_animation_tracks, 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\nstatetree \u2014 StateTree asset editing: read, modify states/tasks/conditions/transitions/bindings, compile\n read, list_states, add_state, remove_state, set_state_property, clear_state_nodes,\n add_task, add_enter_condition, remove_task, set_task_instance_property,\n add_transition, add_transition_condition, remove_transition,\n add_binding, remove_binding, list_bindings,\n set_root_parameters, compile, validate\n\ndemo \u2014 Neon Shrine demo scene\n step, cleanup\n\nfeedback \u2014 Agent feedback submission\n submit\n\nplugins \u2014 Introspect npm-distributed plugins that inject actions into other categories (read-only)\n list, describe\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. editor(action=\"build_project\") builds the project C++ code (stop the editor first).\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 FLOWS \u2014 READ BEFORE ACTING \u2550\u2550\u2550\n\nBefore you run bash/npm commands or chain 3+ category tool calls to\nsatisfy a user request, look at the `flows` field returned by\nproject(action=\"get_status\").\n\nThat field lists named, pre-built sequences for this project. Each\nentry has a name and description. If ANY flow's description matches\nwhat the user asked for, you MUST run it instead of building the\nsequence yourself.\n\nExamples:\n User asks | Look for a flow like\n ---------------------------------- | ------------------------------\n \"rebuild and relaunch the editor\" | rebuild\n \"run the smoke tests\" | smoke\n \"redeploy the plugin\" | deploy, redeploy\n \"package the project\" | package\n\nRun a matched flow with: flow(action=\"run\", flowName=\"<name>\")\n\nDO NOT:\n- Skip the get_status flows check before running bash/npm yourself.\n- Author a new flow on your own. Only the user authors flows.\n- Suggest a flow for a one-off task the user is unlikely to repeat.\n\nDO suggest a new flow IF AND ONLY IF all three are true:\n 1. You just finished a sequence with 3+ steps.\n 2. The sequence had the same shape every run, with only 1-2 values\n changing.\n 3. The user is likely to ask for the same shape again.\nIn that case say: \"This sequence (X -> Y -> Z) might be worth registering\nas a flow in ue-mcp.yml. Want me to draft one?\" Then STOP. Wait.\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, scan_animation_tracks, 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 list_input_assets,\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\nstatetree \u2014 StateTree asset editing: read, modify states/tasks/conditions/transitions/bindings, compile\n read, list_states, add_state, remove_state, set_state_property, clear_state_nodes,\n add_task, add_enter_condition, remove_task, set_task_instance_property,\n add_transition, add_transition_condition, remove_transition,\n add_binding, remove_binding, list_bindings,\n set_root_parameters, compile, validate\n\ndemo \u2014 Neon Shrine demo scene\n step, cleanup\n\nfeedback \u2014 Agent feedback submission\n submit\n\nplugins \u2014 Introspect npm-distributed plugins that inject actions into other categories (read-only)\n list, describe\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. editor(action=\"build_project\") builds the project C++ code (stop the editor first).\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 FLOWS \u2014 READ BEFORE ACTING \u2550\u2550\u2550\n\nBefore you run bash/npm commands or chain 3+ category tool calls to\nsatisfy a user request, look at the `flows` field returned by\nproject(action=\"get_status\").\n\nThat field lists named, pre-built sequences for this project. Each\nentry has a name and description. If ANY flow's description matches\nwhat the user asked for, you MUST run it instead of building the\nsequence yourself.\n\nExamples:\n User asks | Look for a flow like\n ---------------------------------- | ------------------------------\n \"rebuild and relaunch the editor\" | rebuild\n \"run the smoke tests\" | smoke\n \"redeploy the plugin\" | deploy, redeploy\n \"package the project\" | package\n\nRun a matched flow with: flow(action=\"run\", flowName=\"<name>\")\n\nDO NOT:\n- Skip the get_status flows check before running bash/npm yourself.\n- Author a new flow on your own. Only the user authors flows.\n- Suggest a flow for a one-off task the user is unlikely to repeat.\n\nDO suggest a new flow IF AND ONLY IF all three are true:\n 1. You just finished a sequence with 3+ steps.\n 2. The sequence had the same shape every run, with only 1-2 values\n changing.\n 3. The user is likely to ask for the same shape again.\nIn that case say: \"This sequence (X -> Y -> Z) might be worth registering\nas a flow in ue-mcp.yml. Want me to draft one?\" Then STOP. Wait.\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";
@@ -98,7 +98,7 @@ gameplay — Physics, collision, navigation, input, behavior trees, AI, game fra
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  set_collision_profile, set_simulate_physics, set_collision_enabled,
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  set_physics_properties, rebuild_navigation, get_navmesh_info,
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  project_to_nav, spawn_nav_modifier,
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- create_input_action, create_input_mapping, list_input_assets, set_mapping_modifiers,
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  list_behavior_trees, get_behavior_tree_info,
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  {
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  "tools": 21,
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- "actions": 527,
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- "bridgeActions": 499,
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+ "actions": 513,
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+ "bridgeActions": 485,
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@@ -18,7 +18,7 @@
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  "widget": 19,
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  "editor": 53,
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  "reflection": 8,
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- "gameplay": 54,
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+ "gameplay": 40,
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  "gas": 9,
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  "networking": 11,
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  "demo": 3,
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  "statetree": 35,
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  "plugins": 2
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  },
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- "generatedAt": "2026-05-27T04:53:13.353Z",
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- "version": "1.0.59"
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+ "generatedAt": "2026-05-27T05:29:06.964Z",
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+ "version": "1.0.61"
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  }
@@ -12,16 +12,7 @@ export const gameplayTool = categoryTool("gameplay", "Gameplay systems: physics,
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  get_navmesh_info: bp("Query nav system", "get_navmesh_info"),
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  project_to_nav: bp("Project point to navmesh. Params: location, extent?", "project_point_to_navigation"),
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  spawn_nav_modifier: bp("Place nav modifier. Params: location, extent?, areaClass?", "spawn_nav_modifier_volume"),
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- create_input_action: bp("Create InputAction. Params: name, packagePath?, valueType?", "create_input_action"),
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- create_input_mapping: bp("Create InputMappingContext. Params: name, packagePath?", "create_input_mapping_context"),
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  list_input_assets: bp("List input assets. Params: directory?, recursive?", "list_input_assets"),
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- read_imc: bp("Read InputMappingContext mappings. Params: imcPath. Returns {key, inputAction, triggers[], modifiers[]}.", "read_imc"),
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- list_input_mappings: bp("Alias for read_imc. List key→action bindings with triggers/modifiers. Params: imcPath", "list_imc_mappings"),
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- add_imc_mapping: bp("Add key mapping to IMC. Params: imcPath, inputActionPath, key", "add_imc_mapping"),
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- set_mapping_modifiers: bp("Set modifiers/triggers on an IMC mapping. Params: imcPath, mappingIndex?, modifiers?, triggers?", "set_mapping_modifiers"),
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- remove_imc_mapping: bp("(#158) Remove an IMC mapping. Params: imcPath, mappingIndex? | (inputActionPath? + key?)", "remove_imc_mapping"),
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- set_imc_mapping_key: bp("(#158) Rebind an IMC mapping to a new key. Params: imcPath, newKey, mappingIndex? | key? | inputActionPath?", "set_imc_mapping_key"),
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- set_imc_mapping_action: bp("(#158) Retarget an IMC mapping to a different InputAction. Params: imcPath, newInputActionPath, mappingIndex? | key? | inputActionPath?", "set_imc_mapping_action"),
25
16
  list_behavior_trees: bp("List behavior trees. Params: directory?, recursive?", "list_behavior_trees"),
26
17
  get_behavior_tree_info: bp("Inspect behavior tree (top-level + blackboard). Params: assetPath", "get_behavior_tree_info"),
27
18
  read_behavior_tree_graph: bp("Walk BT tree: composites, tasks, decorators, services with blackboard keys. Params: assetPath", "read_behavior_tree_graph"),
@@ -43,10 +34,6 @@ export const gameplayTool = categoryTool("gameplay", "Gameplay systems: physics,
43
34
  remove_smart_object_slot: bp("Remove a slot by index. Idempotent: out-of-range returns alreadyDeleted=true. Params: assetPath, slotIndex (#416)", "remove_smart_object_slot", (p) => ({ assetPath: p.assetPath, slotIndex: p.slotIndex })),
44
35
  list_smart_object_slots: bp("List slots on a SmartObjectDefinition with index, offset, rotation, and raw text. Params: assetPath (#416)", "list_smart_object_slots", (p) => ({ assetPath: p.assetPath })),
45
36
  add_smart_object_slot_behavior: bp("Attach a behavior definition (UBehaviorDefinition asset or class) to a slot's BehaviorDefinitions array. Pass instanceProperties to seed UPROPERTYs on a freshly-spawned class-instance. Params: assetPath, slotIndex, behaviorClass (asset path or class path), instanceProperties? (#416)", "add_smart_object_slot_behavior", (p) => ({ assetPath: p.assetPath, slotIndex: p.slotIndex, behaviorClass: p.behaviorClass, instanceProperties: p.instanceProperties })),
46
- inspect_pie: bp("Inspect PIE runtime. Params: actorLabel?", "inspect_pie"),
47
- get_pie_anim_state: bp("Get PIE anim instance state. Params: actorLabel", "get_pie_anim_state"),
48
- get_pie_anim_properties: bp("Read arbitrary UPROPERTY values on a PIE actor's AnimInstance (#139). Params: actorLabel, propertyNames? (omit = dump all)", "get_pie_anim_properties", (p) => ({ actorLabel: p.actorLabel, propertyNames: p.propertyNames })),
49
- get_pie_subsystem_state: bp("Read UPROPERTY values on a running subsystem in PIE (#139). Params: subsystemClass, scope? (game|world|engine|localplayer), propertyNames?", "get_pie_subsystem_state", (p) => ({ subsystemClass: p.subsystemClass, scope: p.scope, propertyNames: p.propertyNames })),
50
37
  create_game_mode: bp("Create GameMode BP. Params: name, packagePath?, parentClass?, defaults?", "create_game_mode"),
51
38
  create_game_state: bp("Create GameState BP. Params: name, packagePath?, parentClass?", "create_game_state"),
52
39
  create_player_controller: bp("Create PlayerController BP. Params: name, packagePath?, parentClass?", "create_player_controller"),
@@ -55,7 +42,6 @@ export const gameplayTool = categoryTool("gameplay", "Gameplay systems: physics,
55
42
  set_world_game_mode: bp("Set level GameMode override. Params: gameModePath", "set_world_game_mode"),
56
43
  get_framework_info: bp("Get level framework classes", "get_game_framework_info"),
57
44
  get_navmesh_details: bp("Read RecastNavMesh generation params (cellSize, agentHeight, maxStepHeight, etc.) (#163)", "get_navmesh_details"),
58
- apply_damage_in_pie: bp("Apply damage to PIE actor. Params: actorLabel, baseDamage?, damageTypeClass? (#186)", "apply_damage_in_pie"),
59
45
  }, undefined, {
60
46
  actorLabel: z.string().optional(),
61
47
  profileName: z.string().optional(),
@@ -98,15 +84,5 @@ export const gameplayTool = categoryTool("gameplay", "Gameplay systems: physics,
98
84
  imcPath: z.string().optional(),
99
85
  inputActionPath: z.string().optional(),
100
86
  key: z.string().optional(),
101
- newKey: z.string().optional().describe("New FKey name for set_imc_mapping_key"),
102
- newInputActionPath: z.string().optional().describe("New InputAction path for set_imc_mapping_action"),
103
- mappingIndex: z.number().optional().describe("Index of mapping in IMC (default 0)"),
104
- modifiers: z.array(z.record(z.unknown())).optional().describe("Array of modifier objects: {type, ...props}"),
105
- triggers: z.array(z.record(z.unknown())).optional().describe("Array of trigger objects: {type, ...props}"),
106
- propertyNames: z.array(z.string()).optional().describe("Property names to read for get_pie_anim_properties/get_pie_subsystem_state"),
107
- subsystemClass: z.string().optional().describe("Subsystem class path or short name for get_pie_subsystem_state"),
108
- scope: z.enum(["game", "world", "engine", "localplayer"]).optional().describe("Subsystem scope for get_pie_subsystem_state (default: game)"),
109
- baseDamage: z.number().optional().describe("Damage amount for apply_damage_in_pie (default 10)"),
110
- damageTypeClass: z.string().optional().describe("Damage type class for apply_damage_in_pie"),
111
87
  });
112
88
  //# sourceMappingURL=gameplay.js.map
@@ -1 +1 @@
1
- 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1
+ {"version":3,"file":"gameplay.js","sourceRoot":"","sources":["../../src/tools/gameplay.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,OAAO,EAAE,MAAM,eAAe,CAAC;AAE9C,MAAM,CAAC,MAAM,YAAY,GAAY,YAAY,CAC/C,UAAU,EACV,4IAA4I,EAC5I;IACE,qBAAqB,EAAG,EAAE,CAAC,uDAAuD,EAAE,uBAAuB,CAAC;IAC5G,oBAAoB,EAAI,EAAE,CAAC,8CAA8C,EAAE,sBAAsB,CAAC;IAClG,qBAAqB,EAAG,EAAE,CAAC,0DAA0D,EAAE,uBAAuB,CAAC;IAC/G,sBAAsB,EAAE,EAAE,CAAC,sGAAsG,EAAE,wBAAwB,CAAC;IAC5J,kBAAkB,EAAM,EAAE,CAAC,iBAAiB,EAAE,oBAAoB,CAAC;IACnE,aAAa,EAAW,EAAE,CAAC,6PAA6P,EAAE,eAAe,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC,CAAC,KAAK,EAAE,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,kBAAkB,EAAE,CAAC,CAAC,kBAAkB,EAAE,CAAC,CAAC;IAC7X,iBAAiB,EAAO,EAAE,CAAC,oLAAoL,EAAE,mBAAmB,CAAC;IACrO,gBAAgB,EAAQ,EAAE,CAAC,kBAAkB,EAAE,kBAAkB,CAAC;IAClE,cAAc,EAAU,EAAE,CAAC,qDAAqD,EAAE,6BAA6B,CAAC;IAChH,kBAAkB,EAAM,EAAE,CAAC,2DAA2D,EAAE,2BAA2B,CAAC;IACpH,iBAAiB,EAAO,EAAE,CAAC,mDAAmD,EAAE,mBAAmB,CAAC;IACpG,mBAAmB,EAAK,EAAE,CAAC,qDAAqD,EAAE,qBAAqB,CAAC;IACxG,sBAAsB,EAAE,EAAE,CAAC,mEAAmE,EAAE,wBAAwB,CAAC;IACzH,wBAAwB,EAAE,EAAE,CAAC,+FAA+F,EAAE,0BAA0B,CAAC;IACzJ,iBAAiB,EAAO,EAAE,CAAC,+CAA+C,EAAE,mBAAmB,CAAC;IAChG,kBAAkB,EAAM,EAAE,CAAC,sNAAsN,EAAE,oBAAoB,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,cAAc,EAAE,CAAC,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC,CAAC,OAAO,EAAE,OAAO,EAAE,CAAC,CAAC,OAAO,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC;IACvX,4BAA4B,EAAE,EAAE,CAAC,8KAA8K,EAAE,8BAA8B,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,gBAAgB,EAAE,CAAC,CAAC,gBAAgB,EAAE,cAAc,EAAE,CAAC,CAAC,cAAc,EAAE,CAAC,CAAC;IACrU,oBAAoB,EAAI,EAAE,CAAC,mEAAmE,EAAE,sBAAsB,CAAC;IACvH,gBAAgB,EAAQ,EAAE,CAAC,8CAA8C,EAAE,kBAAkB,CAAC;IAC9F,gBAAgB,EAAQ,EAAE,CAAC,sCAAsC,EAAE,kBAAkB,CAAC;IACtF,cAAc,EAAU,EAAE,CAAC,2DAA2D,EAAE,0BAA0B,CAAC;IACnH,eAAe,EAAS,EAAE,CAAC,yEAAyE,EAAE,+BAA+B,CAAC;IACtI,iBAAiB,EAAO,EAAE,CAAC,8CAA8C,EAAE,mBAAmB,CAAC;IAC/F,gBAAgB,EAAQ,EAAE,CAAC,qCAAqC,EAAE,kBAAkB,CAAC;IACrF,wBAAwB,EAAE,EAAE,CAAC,+CAA+C,EAAE,0BAA0B,CAAC;IACzG,uBAAuB,EAAE,EAAE,CAAC,0DAA0D,EAAE,gCAAgC,CAAC;IACzH,0BAA0B,EAAE,EAAE,CAAC,iDAAiD,EAAE,4BAA4B,CAAC;IAC/G,qBAAqB,EAAE,EAAE,CAAC,qOAAqO,EAAE,uBAAuB,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,MAAM,EAAE,QAAQ,EAAE,CAAC,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC;IAClY,qBAAqB,EAAE,EAAE,CAAC,+LAA+L,EAAE,uBAAuB,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,MAAM,EAAE,QAAQ,EAAE,CAAC,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC;IACpX,wBAAwB,EAAE,EAAE,CAAC,mHAAmH,EAAE,0BAA0B,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC;IAC1O,uBAAuB,EAAE,EAAE,CAAC,4GAA4G,EAAE,yBAAyB,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,CAAC,CAAC;IACzM,8BAA8B,EAAE,EAAE,CAAC,6RAA6R,EAAE,gCAAgC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC,CAAC,SAAS,EAAE,aAAa,EAAE,CAAC,CAAC,aAAa,EAAE,kBAAkB,EAAE,CAAC,CAAC,kBAAkB,EAAE,CAAC,CAAC;IAC1e,gBAAgB,EAAQ,EAAE,CAAC,yEAAyE,EAAE,kBAAkB,CAAC;IACzH,iBAAiB,EAAO,EAAE,CAAC,+DAA+D,EAAE,mBAAmB,CAAC;IAChH,wBAAwB,EAAE,EAAE,CAAC,sEAAsE,EAAE,0BAA0B,CAAC;IAChI,mBAAmB,EAAK,EAAE,CAAC,mDAAmD,EAAE,qBAAqB,CAAC;IACtG,UAAU,EAAc,EAAE,CAAC,2CAA2C,EAAE,YAAY,CAAC;IACrF,mBAAmB,EAAK,EAAE,CAAC,mDAAmD,EAAE,qBAAqB,CAAC;IACtG,kBAAkB,EAAM,EAAE,CAAC,6BAA6B,EAAE,yBAAyB,CAAC;IACpF,mBAAmB,EAAK,EAAE,CAAC,0FAA0F,EAAE,qBAAqB,CAAC;CAC9I,EACD,SAAS,EACT;IACE,UAAU,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IACjC,WAAW,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAClC,QAAQ,EAAE,CAAC,CAAC,OAAO,EAAE,CAAC,QAAQ,EAAE;IAChC,gBAAgB,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IACvC,IAAI,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAC3B,aAAa,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IACpC,cAAc,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IACrC,aAAa,EAAE,CAAC,CAAC,OAAO,EAAE,CAAC,QAAQ,EAAE;IACrC,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE;IACzB,MAAM,EAAE,IAAI,CAAC,QAAQ,EAAE;IACvB,KAAK,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,QAAQ,CAAC,4BAA4B,CAAC;IAC7D,GAAG,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,QAAQ,CAAC,0BAA0B,CAAC;IACzD,kBAAkB,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE,CAAC,QAAQ,CAAC,8DAA8D,CAAC;IAClH,SAAS,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAChC,IAAI,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAC3B,WAAW,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAClC,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,SAAS,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IAChC,cAAc,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE;IACrC,gBAAgB,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE,CAAC,QAAQ,CAAC,0DAA0D,CAAC;IAC5G,OAAO,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE,CAAC,QAAQ,CAAC,4CAA4C,CAAC;IACrF,OAAO,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE,CAAC,QAAQ,CAAC,2FAA2F,CAAC;IACpI,SAAS,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE,CAAC,QAAQ,CAAC,8EAA8E,CAAC;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@@ -2517,66 +2517,12 @@ tasks:
2517
2517
  description: "Place nav modifier. Params: location, extent?, areaClass?"
2518
2518
  options:
2519
2519
  method: spawn_nav_modifier_volume
2520
- gameplay.create_input_action:
2521
- class_path: ue-mcp.bridge
2522
- group: gameplay
2523
- description: "Create InputAction. Params: name, packagePath?, valueType?"
2524
- options:
2525
- method: create_input_action
2526
- gameplay.create_input_mapping:
2527
- class_path: ue-mcp.bridge
2528
- group: gameplay
2529
- description: "Create InputMappingContext. Params: name, packagePath?"
2530
- options:
2531
- method: create_input_mapping_context
2532
2520
  gameplay.list_input_assets:
2533
2521
  class_path: ue-mcp.bridge
2534
2522
  group: gameplay
2535
2523
  description: "List input assets. Params: directory?, recursive?"
2536
2524
  options:
2537
2525
  method: list_input_assets
2538
- gameplay.read_imc:
2539
- class_path: ue-mcp.bridge
2540
- group: gameplay
2541
- description: "Read InputMappingContext mappings. Params: imcPath. Returns {key, inputAction, triggers[], modifiers[]}."
2542
- options:
2543
- method: read_imc
2544
- gameplay.list_input_mappings:
2545
- class_path: ue-mcp.bridge
2546
- group: gameplay
2547
- description: "Alias for read_imc. List key→action bindings with triggers/modifiers. Params: imcPath"
2548
- options:
2549
- method: list_imc_mappings
2550
- gameplay.add_imc_mapping:
2551
- class_path: ue-mcp.bridge
2552
- group: gameplay
2553
- description: "Add key mapping to IMC. Params: imcPath, inputActionPath, key"
2554
- options:
2555
- method: add_imc_mapping
2556
- gameplay.set_mapping_modifiers:
2557
- class_path: ue-mcp.bridge
2558
- group: gameplay
2559
- description: "Set modifiers/triggers on an IMC mapping. Params: imcPath, mappingIndex?, modifiers?, triggers?"
2560
- options:
2561
- method: set_mapping_modifiers
2562
- gameplay.remove_imc_mapping:
2563
- class_path: ue-mcp.bridge
2564
- group: gameplay
2565
- description: "(#158) Remove an IMC mapping. Params: imcPath, mappingIndex? | (inputActionPath? + key?)"
2566
- options:
2567
- method: remove_imc_mapping
2568
- gameplay.set_imc_mapping_key:
2569
- class_path: ue-mcp.bridge
2570
- group: gameplay
2571
- description: "(#158) Rebind an IMC mapping to a new key. Params: imcPath, newKey, mappingIndex? | key? | inputActionPath?"
2572
- options:
2573
- method: set_imc_mapping_key
2574
- gameplay.set_imc_mapping_action:
2575
- class_path: ue-mcp.bridge
2576
- group: gameplay
2577
- description: "(#158) Retarget an IMC mapping to a different InputAction. Params: imcPath, newInputActionPath, mappingIndex? | key? | inputActionPath?"
2578
- options:
2579
- method: set_imc_mapping_action
2580
2526
  gameplay.list_behavior_trees:
2581
2527
  class_path: ue-mcp.bridge
2582
2528
  group: gameplay
@@ -2703,30 +2649,6 @@ tasks:
2703
2649
  description: "Attach a behavior definition (UBehaviorDefinition asset or class) to a slot's BehaviorDefinitions array. Pass instanceProperties to seed UPROPERTYs on a freshly-spawned class-instance. Params: assetPath, slotIndex, behaviorClass (asset path or class path), instanceProperties? (#416)"
2704
2650
  options:
2705
2651
  method: add_smart_object_slot_behavior
2706
- gameplay.inspect_pie:
2707
- class_path: ue-mcp.bridge
2708
- group: gameplay
2709
- description: "Inspect PIE runtime. Params: actorLabel?"
2710
- options:
2711
- method: inspect_pie
2712
- gameplay.get_pie_anim_state:
2713
- class_path: ue-mcp.bridge
2714
- group: gameplay
2715
- description: "Get PIE anim instance state. Params: actorLabel"
2716
- options:
2717
- method: get_pie_anim_state
2718
- gameplay.get_pie_anim_properties:
2719
- class_path: ue-mcp.bridge
2720
- group: gameplay
2721
- description: "Read arbitrary UPROPERTY values on a PIE actor's AnimInstance (#139). Params: actorLabel, propertyNames? (omit = dump all)"
2722
- options:
2723
- method: get_pie_anim_properties
2724
- gameplay.get_pie_subsystem_state:
2725
- class_path: ue-mcp.bridge
2726
- group: gameplay
2727
- description: "Read UPROPERTY values on a running subsystem in PIE (#139). Params: subsystemClass, scope? (game|world|engine|localplayer), propertyNames?"
2728
- options:
2729
- method: get_pie_subsystem_state
2730
2652
  gameplay.create_game_mode:
2731
2653
  class_path: ue-mcp.bridge
2732
2654
  group: gameplay
@@ -2775,12 +2697,6 @@ tasks:
2775
2697
  description: "Read RecastNavMesh generation params (cellSize, agentHeight, maxStepHeight, etc.) (#163)"
2776
2698
  options:
2777
2699
  method: get_navmesh_details
2778
- gameplay.apply_damage_in_pie:
2779
- class_path: ue-mcp.bridge
2780
- group: gameplay
2781
- description: "Apply damage to PIE actor. Params: actorLabel, baseDamage?, damageTypeClass? (#186)"
2782
- options:
2783
- method: apply_damage_in_pie
2784
2700
 
2785
2701
  # ── gas ──
2786
2702
  gas.add_asc:
package/package.json CHANGED
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "ue-mcp",
3
- "version": "1.0.59",
4
- "description": "Unreal Engine MCP server - 21 tools, 527+ actions for AI-driven editor control",
3
+ "version": "1.0.61",
4
+ "description": "Unreal Engine MCP server - 21 tools, 513+ actions for AI-driven editor control",
5
5
  "type": "module",
6
6
  "main": "dist/index.js",
7
7
  "bin": {
@@ -91,8 +91,7 @@ void FGameplayHandlers::RegisterHandlers(FMCPHandlerRegistry& Registry)
91
91
  Registry.RegisterHandler(TEXT("list_eqs_queries"), &ListEqsQueries);
92
92
  Registry.RegisterHandler(TEXT("list_state_trees"), &ListStateTrees);
93
93
  Registry.RegisterHandler(TEXT("project_point_to_navigation"), &ProjectPointToNavigation);
94
- Registry.RegisterHandler(TEXT("create_input_action"), &CreateInputAction);
95
- Registry.RegisterHandler(TEXT("create_input_mapping_context"), &CreateInputMappingContext);
94
+ // create_input_action, create_input_mapping_context moved to pie-transport
96
95
  Registry.RegisterHandler(TEXT("create_blackboard"), &CreateBlackboard);
97
96
  Registry.RegisterHandler(TEXT("create_behavior_tree"), &CreateBehaviorTree);
98
97
  Registry.RegisterHandler(TEXT("create_eqs_query"), &CreateEqsQuery);
@@ -121,19 +120,9 @@ void FGameplayHandlers::RegisterHandlers(FMCPHandlerRegistry& Registry)
121
120
  Registry.RegisterHandler(TEXT("remove_smart_object_slot"), &RemoveSmartObjectSlot);
122
121
  Registry.RegisterHandler(TEXT("list_smart_object_slots"), &ListSmartObjectSlots);
123
122
  Registry.RegisterHandler(TEXT("add_smart_object_slot_behavior"), &AddSmartObjectSlotBehavior);
124
- Registry.RegisterHandler(TEXT("read_imc"), &ReadImc);
125
- Registry.RegisterHandler(TEXT("list_imc_mappings"), &ReadImc);
126
- Registry.RegisterHandler(TEXT("add_imc_mapping"), &AddImcMapping);
127
- Registry.RegisterHandler(TEXT("set_mapping_modifiers"), &SetMappingModifiers);
128
- Registry.RegisterHandler(TEXT("remove_imc_mapping"), &RemoveImcMapping);
129
- Registry.RegisterHandler(TEXT("set_imc_mapping_key"), &SetImcMappingKey);
130
- Registry.RegisterHandler(TEXT("set_imc_mapping_action"), &SetImcMappingAction);
131
- Registry.RegisterHandler(TEXT("inspect_pie"), &InspectPie);
132
- Registry.RegisterHandler(TEXT("get_pie_anim_state"), &GetPieAnimState);
133
- Registry.RegisterHandler(TEXT("get_pie_anim_properties"), &GetPieAnimProperties);
134
- Registry.RegisterHandler(TEXT("get_pie_subsystem_state"), &GetPieSubsystemState);
123
+ // read_imc through get_pie_subsystem_state moved to pie-transport
135
124
  Registry.RegisterHandler(TEXT("get_navmesh_details"), &GetNavmeshDetails);
136
- Registry.RegisterHandler(TEXT("apply_damage_in_pie"), &ApplyDamageInPie);
125
+ // apply_damage_in_pie moved to pie-transport
137
126
  }
138
127
 
139
128
  TSharedPtr<FJsonValue> FGameplayHandlers::CreateSmartObjectDefinition(const TSharedPtr<FJsonObject>& Params)
@@ -18,8 +18,7 @@ private:
18
18
  static TSharedPtr<FJsonValue> ListEqsQueries(const TSharedPtr<FJsonObject>& Params);
19
19
  static TSharedPtr<FJsonValue> ListStateTrees(const TSharedPtr<FJsonObject>& Params);
20
20
  static TSharedPtr<FJsonValue> ProjectPointToNavigation(const TSharedPtr<FJsonObject>& Params);
21
- static TSharedPtr<FJsonValue> CreateInputAction(const TSharedPtr<FJsonObject>& Params);
22
- static TSharedPtr<FJsonValue> CreateInputMappingContext(const TSharedPtr<FJsonObject>& Params);
21
+ // CreateInputAction, CreateInputMappingContext moved to pie-transport
23
22
  static TSharedPtr<FJsonValue> CreateBlackboard(const TSharedPtr<FJsonObject>& Params);
24
23
  static TSharedPtr<FJsonValue> CreateBehaviorTree(const TSharedPtr<FJsonObject>& Params);
25
24
  static TSharedPtr<FJsonValue> CreateEqsQuery(const TSharedPtr<FJsonObject>& Params);
@@ -52,23 +51,7 @@ private:
52
51
  static TSharedPtr<FJsonValue> ListSmartObjectSlots(const TSharedPtr<FJsonObject>& Params);
53
52
  static TSharedPtr<FJsonValue> AddSmartObjectSlotBehavior(const TSharedPtr<FJsonObject>& Params);
54
53
 
55
- // IMC read/write (#57 / #60 / #75 / #158)
56
- static TSharedPtr<FJsonValue> ReadImc(const TSharedPtr<FJsonObject>& Params);
57
- static TSharedPtr<FJsonValue> AddImcMapping(const TSharedPtr<FJsonObject>& Params);
58
- static TSharedPtr<FJsonValue> SetMappingModifiers(const TSharedPtr<FJsonObject>& Params);
59
- static TSharedPtr<FJsonValue> RemoveImcMapping(const TSharedPtr<FJsonObject>& Params);
60
- static TSharedPtr<FJsonValue> SetImcMappingKey(const TSharedPtr<FJsonObject>& Params);
61
- static TSharedPtr<FJsonValue> SetImcMappingAction(const TSharedPtr<FJsonObject>& Params);
62
-
63
- // PIE inspection (#54 / #89 / #90)
64
- static TSharedPtr<FJsonValue> InspectPie(const TSharedPtr<FJsonObject>& Params);
65
-
66
- // PIE anim state (#26)
67
- static TSharedPtr<FJsonValue> GetPieAnimState(const TSharedPtr<FJsonObject>& Params);
68
-
69
- // PIE inspection (#139) — arbitrary UPROPERTY reads on AnimInstance + subsystems
70
- static TSharedPtr<FJsonValue> GetPieAnimProperties(const TSharedPtr<FJsonObject>& Params);
71
- static TSharedPtr<FJsonValue> GetPieSubsystemState(const TSharedPtr<FJsonObject>& Params);
54
+ // IMC read/write, PIE inspection, anim state, subsystem state — moved to pie-transport
72
55
 
73
56
  // Helper to create a blueprint with a given parent class
74
57
  static TSharedPtr<FJsonValue> CreateBlueprintWithParent(const FString& Name, const FString& PackagePath, const FString& ParentClassPath, const FString& FriendlyTypeName);
@@ -79,7 +62,6 @@ private:
79
62
  // #163 — detailed navmesh configuration
80
63
  static TSharedPtr<FJsonValue> GetNavmeshDetails(const TSharedPtr<FJsonObject>& Params);
81
64
 
82
- // #186 apply damage to PIE actor
83
- static TSharedPtr<FJsonValue> ApplyDamageInPie(const TSharedPtr<FJsonObject>& Params);
65
+ // ApplyDamageInPie moved to pie-transport
84
66
 
85
67
  };
@@ -5,7 +5,7 @@
5
5
  #include "Dom/JsonObject.h"
6
6
  #include "UObject/UnrealType.h"
7
7
 
8
- class FMCPJsonSerializer
8
+ class UE_MCP_BRIDGE_API FMCPJsonSerializer
9
9
  {
10
10
  public:
11
11
  // Serialize UE type to JSON value