ue-mcp 1.2.1 → 1.2.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (54) hide show
  1. package/dist/context-cli.js +16 -16
  2. package/dist/engine-observer.js +68 -68
  3. package/dist/flow/guard.d.ts +26 -37
  4. package/dist/flow/guard.js +40 -25
  5. package/dist/flow/guard.js.map +1 -1
  6. package/dist/flow/guarded-bridge.d.ts +0 -10
  7. package/dist/flow/guarded-bridge.js +18 -23
  8. package/dist/flow/guarded-bridge.js.map +1 -1
  9. package/dist/flow/schema.d.ts +276 -16
  10. package/dist/flow/task-guards.d.ts +1 -1
  11. package/dist/flow/task-guards.js +44 -68
  12. package/dist/flow/task-guards.js.map +1 -1
  13. package/dist/instructions.js +130 -130
  14. package/dist/plugin-cli.js +299 -299
  15. package/dist/tool-counts.json +2 -2
  16. package/package.json +2 -2
  17. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/EngineStatusHooks.cpp +76 -76
  18. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/EngineStatusHooks.h +27 -27
  19. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/HandlerRegistry.cpp +128 -128
  20. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/HandlerRegistry.h +63 -63
  21. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AnimationHandlers_ControlRig.cpp +230 -230
  22. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_Struct.cpp +323 -323
  23. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/BlueprintHandlers_Internal.h +20 -20
  24. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/ChooserHandlers_Nested.cpp +537 -537
  25. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/DemoHandlers.h +77 -77
  26. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/EditorHandlers_Build.cpp +353 -353
  27. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/FoliageHandlers.h +18 -18
  28. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/GameplayHandlers_InputRuntime.cpp +246 -246
  29. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/GasHandlers.cpp +597 -597
  30. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/GasHandlers.h +51 -51
  31. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LandscapeHandlers.cpp +878 -878
  32. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LandscapeHandlers_Sculpt.cpp +449 -449
  33. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/MaterialHandlers_Function.cpp +275 -275
  34. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/MaterialHandlers_Graph.cpp +551 -551
  35. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/NetworkingHandlers.cpp +531 -531
  36. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/NetworkingHandlers.h +28 -28
  37. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/PhysicsHandlers.cpp +677 -677
  38. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/SequencerHandlers.cpp +822 -822
  39. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/SequencerHandlers.h +22 -22
  40. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/SplineHandlers.cpp +218 -218
  41. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/SplineHandlers.h +17 -17
  42. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/VolumeHelpers_Internal.cpp +46 -46
  43. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/VolumeHelpers_Internal.h +23 -23
  44. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/MCPExternalRegistry.cpp +83 -83
  45. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Public/UE_MCP_BridgeModule.h +14 -14
  46. package/plugin/ue_mcp_bridge/Source/UE_MCP_BridgeStatus/Private/UE_MCP_BridgeStatusModule.cpp +37 -37
  47. package/dist/manifest-signature.d.ts +0 -1
  48. package/dist/manifest-signature.js +0 -53
  49. package/dist/manifest-signature.js.map +0 -1
  50. package/dist/pie/schema.d.ts +0 -791
  51. package/dist/pie/schema.js +0 -151
  52. package/dist/pie/schema.js.map +0 -1
  53. package/dist/watch-cli.js.map +0 -1
  54. /package/plugin/ue_mcp_bridge/{ue_mcp_bridge.uplugin → UE_MCP_Bridge.uplugin} +0 -0
@@ -1,77 +1,77 @@
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- #pragma once
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-
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- #include "CoreMinimal.h"
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- #include "Dom/JsonValue.h"
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- #include "Dom/JsonObject.h"
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-
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- class FMCPHandlerRegistry;
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-
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- /**
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- * Demo scene builder handlers - Neon Shrine demo.
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- * Ports the Python demo.py scene builder to C++ for the UE MCP Bridge.
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- *
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- * Registers 3 handlers:
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- * demo_step - Execute a single step by index (param: step). If omitted, returns step list.
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- * demo_get_steps - Return ordered step list.
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- * demo_cleanup - Remove all demo actors and assets.
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- */
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- class FDemoHandlers
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- {
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- public:
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- static void RegisterHandlers(FMCPHandlerRegistry& Registry);
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-
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- private:
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- // Top-level handlers
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- static TSharedPtr<FJsonValue> DemoStep(const TSharedPtr<FJsonObject>& Params);
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- static TSharedPtr<FJsonValue> DemoGetSteps(const TSharedPtr<FJsonObject>& Params);
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- static TSharedPtr<FJsonValue> DemoCleanup(const TSharedPtr<FJsonObject>& Params);
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- static TSharedPtr<FJsonValue> DemoGoHome(const TSharedPtr<FJsonObject>& Params);
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-
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- // Ensures /Game/MCP_Home exists on disk and loads it. Used by cleanup +
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- // go_home to keep the editor anchored to a saved level instead of an
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- // auto-generated Untitled (which traps the editor in a save dialog).
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- static bool EnsureHomeLevelLoaded(FString& OutError);
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-
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- // ---- Individual step implementations (19 steps) ----
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- static TSharedPtr<FJsonObject> StepCreateLevel();
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- static TSharedPtr<FJsonObject> StepMaterials();
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- static TSharedPtr<FJsonObject> StepFloor();
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- static TSharedPtr<FJsonObject> StepPedestal();
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- static TSharedPtr<FJsonObject> StepHeroSphere();
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- static TSharedPtr<FJsonObject> StepPillars();
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- static TSharedPtr<FJsonObject> StepOrbs();
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- static TSharedPtr<FJsonObject> StepNeonLights();
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- static TSharedPtr<FJsonObject> StepHeroLight();
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- static TSharedPtr<FJsonObject> StepMoonlight();
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- static TSharedPtr<FJsonObject> StepSkyLight();
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- static TSharedPtr<FJsonObject> StepFog();
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- static TSharedPtr<FJsonObject> StepPostProcess();
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- static TSharedPtr<FJsonObject> StepNiagaraVfx();
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- static TSharedPtr<FJsonObject> StepPcgScatter();
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- static TSharedPtr<FJsonObject> StepOrbitRings();
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- static TSharedPtr<FJsonObject> StepLevelSequence();
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- static TSharedPtr<FJsonObject> StepTuningPanel();
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- static TSharedPtr<FJsonObject> StepSave();
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-
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- // ---- Utility helpers ----
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- static AActor* SpawnMesh(const FString& Label, const FString& MeshPath,
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- FVector Location,
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- FRotator Rotation = FRotator::ZeroRotator,
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- FVector Scale = FVector(1, 1, 1));
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-
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- static AActor* SpawnPointLight(const FString& Label, FVector Location,
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- FColor Color, float Intensity);
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-
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- static UMaterialInterface* LoadDemoMat(const FString& Name);
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-
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- static void ApplyMat(AActor* Actor, UMaterialInterface* Mat);
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-
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- // Build the ordered step list (id, name, description)
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- struct FDemoStep
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- {
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- int32 Index;
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- FString Id;
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- FString Description;
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- };
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- static TArray<FDemoStep> GetStepDefinitions();
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- };
1
+ #pragma once
2
+
3
+ #include "CoreMinimal.h"
4
+ #include "Dom/JsonValue.h"
5
+ #include "Dom/JsonObject.h"
6
+
7
+ class FMCPHandlerRegistry;
8
+
9
+ /**
10
+ * Demo scene builder handlers - Neon Shrine demo.
11
+ * Ports the Python demo.py scene builder to C++ for the UE MCP Bridge.
12
+ *
13
+ * Registers 3 handlers:
14
+ * demo_step - Execute a single step by index (param: step). If omitted, returns step list.
15
+ * demo_get_steps - Return ordered step list.
16
+ * demo_cleanup - Remove all demo actors and assets.
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+ */
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+ class FDemoHandlers
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+ {
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+ public:
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+ static void RegisterHandlers(FMCPHandlerRegistry& Registry);
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+
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+ private:
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+ // Top-level handlers
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+ static TSharedPtr<FJsonValue> DemoStep(const TSharedPtr<FJsonObject>& Params);
26
+ static TSharedPtr<FJsonValue> DemoGetSteps(const TSharedPtr<FJsonObject>& Params);
27
+ static TSharedPtr<FJsonValue> DemoCleanup(const TSharedPtr<FJsonObject>& Params);
28
+ static TSharedPtr<FJsonValue> DemoGoHome(const TSharedPtr<FJsonObject>& Params);
29
+
30
+ // Ensures /Game/MCP_Home exists on disk and loads it. Used by cleanup +
31
+ // go_home to keep the editor anchored to a saved level instead of an
32
+ // auto-generated Untitled (which traps the editor in a save dialog).
33
+ static bool EnsureHomeLevelLoaded(FString& OutError);
34
+
35
+ // ---- Individual step implementations (19 steps) ----
36
+ static TSharedPtr<FJsonObject> StepCreateLevel();
37
+ static TSharedPtr<FJsonObject> StepMaterials();
38
+ static TSharedPtr<FJsonObject> StepFloor();
39
+ static TSharedPtr<FJsonObject> StepPedestal();
40
+ static TSharedPtr<FJsonObject> StepHeroSphere();
41
+ static TSharedPtr<FJsonObject> StepPillars();
42
+ static TSharedPtr<FJsonObject> StepOrbs();
43
+ static TSharedPtr<FJsonObject> StepNeonLights();
44
+ static TSharedPtr<FJsonObject> StepHeroLight();
45
+ static TSharedPtr<FJsonObject> StepMoonlight();
46
+ static TSharedPtr<FJsonObject> StepSkyLight();
47
+ static TSharedPtr<FJsonObject> StepFog();
48
+ static TSharedPtr<FJsonObject> StepPostProcess();
49
+ static TSharedPtr<FJsonObject> StepNiagaraVfx();
50
+ static TSharedPtr<FJsonObject> StepPcgScatter();
51
+ static TSharedPtr<FJsonObject> StepOrbitRings();
52
+ static TSharedPtr<FJsonObject> StepLevelSequence();
53
+ static TSharedPtr<FJsonObject> StepTuningPanel();
54
+ static TSharedPtr<FJsonObject> StepSave();
55
+
56
+ // ---- Utility helpers ----
57
+ static AActor* SpawnMesh(const FString& Label, const FString& MeshPath,
58
+ FVector Location,
59
+ FRotator Rotation = FRotator::ZeroRotator,
60
+ FVector Scale = FVector(1, 1, 1));
61
+
62
+ static AActor* SpawnPointLight(const FString& Label, FVector Location,
63
+ FColor Color, float Intensity);
64
+
65
+ static UMaterialInterface* LoadDemoMat(const FString& Name);
66
+
67
+ static void ApplyMat(AActor* Actor, UMaterialInterface* Mat);
68
+
69
+ // Build the ordered step list (id, name, description)
70
+ struct FDemoStep
71
+ {
72
+ int32 Index;
73
+ FString Id;
74
+ FString Description;
75
+ };
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+ static TArray<FDemoStep> GetStepDefinitions();
77
+ };