ue-mcp 1.2.4 → 1.3.0

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 (243) hide show
  1. package/README.md +4 -3
  2. package/dist/action-class.js +56 -3
  3. package/dist/action-class.js.map +1 -1
  4. package/dist/bridge-timeouts.d.ts +64 -0
  5. package/dist/bridge-timeouts.js +118 -0
  6. package/dist/bridge-timeouts.js.map +1 -0
  7. package/dist/bridge.js +10 -2
  8. package/dist/bridge.js.map +1 -1
  9. package/dist/editor-control.d.ts +72 -5
  10. package/dist/editor-control.js +164 -140
  11. package/dist/editor-control.js.map +1 -1
  12. package/dist/editor-target.d.ts +55 -1
  13. package/dist/editor-target.js +107 -10
  14. package/dist/editor-target.js.map +1 -1
  15. package/dist/engine-observer.d.ts +59 -5
  16. package/dist/engine-observer.js +249 -29
  17. package/dist/engine-observer.js.map +1 -1
  18. package/dist/engine-root.d.ts +91 -0
  19. package/dist/engine-root.js +448 -0
  20. package/dist/engine-root.js.map +1 -0
  21. package/dist/epic-enrich.js +16 -1
  22. package/dist/epic-enrich.js.map +1 -1
  23. package/dist/feedback-cli.js +4 -0
  24. package/dist/feedback-cli.js.map +1 -1
  25. package/dist/feedback-deferred.d.ts +9 -0
  26. package/dist/feedback-deferred.js +2 -0
  27. package/dist/feedback-deferred.js.map +1 -1
  28. package/dist/feedback-fallback.d.ts +99 -0
  29. package/dist/feedback-fallback.js +173 -0
  30. package/dist/feedback-fallback.js.map +1 -0
  31. package/dist/flow/write-methods.js +20 -0
  32. package/dist/flow/write-methods.js.map +1 -1
  33. package/dist/lean-context.js +8 -3
  34. package/dist/lean-context.js.map +1 -1
  35. package/dist/locking.js +11 -2
  36. package/dist/locking.js.map +1 -1
  37. package/dist/project.d.ts +11 -0
  38. package/dist/project.js +23 -2
  39. package/dist/project.js.map +1 -1
  40. package/dist/python-gate.d.ts +95 -0
  41. package/dist/python-gate.js +175 -0
  42. package/dist/python-gate.js.map +1 -0
  43. package/dist/tool-counts.json +16 -16
  44. package/dist/tools/animation.js +288 -24
  45. package/dist/tools/animation.js.map +1 -1
  46. package/dist/tools/asset.js +79 -14
  47. package/dist/tools/asset.js.map +1 -1
  48. package/dist/tools/audio.js +59 -5
  49. package/dist/tools/audio.js.map +1 -1
  50. package/dist/tools/blueprint.js +29 -12
  51. package/dist/tools/blueprint.js.map +1 -1
  52. package/dist/tools/chooser.js +4 -1
  53. package/dist/tools/chooser.js.map +1 -1
  54. package/dist/tools/editor.js +81 -43
  55. package/dist/tools/editor.js.map +1 -1
  56. package/dist/tools/feedback.js +214 -48
  57. package/dist/tools/feedback.js.map +1 -1
  58. package/dist/tools/foliage.js +27 -1
  59. package/dist/tools/foliage.js.map +1 -1
  60. package/dist/tools/gameplay.js +38 -11
  61. package/dist/tools/gameplay.js.map +1 -1
  62. package/dist/tools/gas.js +17 -5
  63. package/dist/tools/gas.js.map +1 -1
  64. package/dist/tools/landscape.js +22 -7
  65. package/dist/tools/landscape.js.map +1 -1
  66. package/dist/tools/level.js +322 -51
  67. package/dist/tools/level.js.map +1 -1
  68. package/dist/tools/material.js +10 -4
  69. package/dist/tools/material.js.map +1 -1
  70. package/dist/tools/niagara.js +3 -2
  71. package/dist/tools/niagara.js.map +1 -1
  72. package/dist/tools/pcg.js +6 -5
  73. package/dist/tools/pcg.js.map +1 -1
  74. package/dist/tools/project.js +47 -20
  75. package/dist/tools/project.js.map +1 -1
  76. package/dist/types.d.ts +21 -0
  77. package/dist/types.js +46 -3
  78. package/dist/types.js.map +1 -1
  79. package/dist/ue-mcp.default.yml +493 -125
  80. package/package.json +2 -2
  81. package/plugin/ue_mcp_bridge/NATIVE_RUNTIME_VISIBILITY.md +53 -0
  82. package/plugin/ue_mcp_bridge/NATIVE_STATIC_MESH_USAGE_PROGRESS.md +115 -0
  83. package/plugin/ue_mcp_bridge/README_MassHandlers.md +97 -0
  84. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/BridgeServer.cpp +14 -0
  85. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/GameThreadExecutor.cpp +21 -4
  86. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/GameThreadExecutor.h +9 -0
  87. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/HandlerJsonProperty.h +395 -69
  88. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AnimationHandlers.cpp +79 -3
  89. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AnimationHandlers.h +25 -0
  90. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AnimationHandlers_ControlRig.cpp +3 -3
  91. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AnimationHandlers_ControlRigSequencer.cpp +3061 -0
  92. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AnimationHandlers_IKRetargeterAuthoring.cpp +961 -0
  93. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AnimationHandlers_IKRigAuthoring.cpp +900 -0
  94. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AnimationHandlers_Pose.cpp +769 -0
  95. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AnimationHandlers_Sequence.cpp +44 -3
  96. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AnimationHandlers_SkeletalLive.cpp +217 -11
  97. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AnimationHandlers_StateMachine.cpp +551 -24
  98. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AnimationHandlers_Validation.cpp +735 -0
  99. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers.cpp +352 -73
  100. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers.h +8 -0
  101. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_BulkProperties.cpp +1 -1
  102. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_BulkRead.cpp +503 -0
  103. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_BulkRead.h +21 -0
  104. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_BulkUpsert.cpp +2 -2
  105. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_Enum.cpp +2 -2
  106. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_Geometry.cpp +902 -0
  107. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_Geometry.h +33 -0
  108. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_Import.cpp +478 -134
  109. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_Mesh.cpp +5 -5
  110. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_MeshBoolean.cpp +933 -0
  111. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_MeshBoolean.h +35 -0
  112. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_Redirectors.cpp +478 -0
  113. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_RenderTarget.cpp +1 -1
  114. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_Sockets.cpp +4 -4
  115. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_Struct.cpp +2 -2
  116. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AssetHandlers_Subobject.cpp +319 -0
  117. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/AudioHandlers_SoundCue.cpp +3 -3
  118. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/BlueprintHandlers.cpp +482 -35
  119. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/BlueprintHandlers.h +10 -0
  120. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/BlueprintHandlers_Collision.cpp +502 -0
  121. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/BlueprintHandlers_Collision.h +43 -0
  122. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/BlueprintHandlers_Functions.cpp +89 -7
  123. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/BlueprintHandlers_Graph.cpp +17 -51
  124. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/BlueprintHandlers_Internal.h +107 -0
  125. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/BlueprintHandlers_Properties.cpp +10 -10
  126. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/BlueprintHandlers_Search.cpp +648 -0
  127. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/DemoHandlers.cpp +5 -1
  128. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/DiffHandlers.cpp +252 -1
  129. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/DiffHandlers.h +10 -2
  130. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/EditorHandlers.cpp +252 -41
  131. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/EditorHandlers.h +4 -0
  132. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/EditorHandlers_Build.cpp +250 -27
  133. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/EditorHandlers_PIE.cpp +303 -125
  134. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/EditorHandlers_PIERuntime.cpp +73 -50
  135. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/EditorHandlers_RuntimeVisibility.cpp +757 -0
  136. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/FoliageHandlers.cpp +11 -2
  137. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/FoliageHandlers.h +3 -0
  138. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/FoliageHandlers_Batch.cpp +419 -0
  139. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/GameplayHandlers.cpp +39 -161
  140. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/GameplayHandlers.h +66 -1
  141. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/GameplayHandlers_BTAuthoring.cpp +1323 -0
  142. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/GameplayHandlers_BehaviorTree.cpp +1211 -0
  143. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/GasHandlers.cpp +2 -0
  144. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/GasHandlers.h +60 -0
  145. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/GasHandlers_Runtime.cpp +363 -12
  146. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/HandlerEditorState.h +84 -0
  147. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LandscapeHandlers.cpp +1288 -36
  148. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LandscapeHandlers.h +3 -0
  149. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LandscapeHandlers_Sculpt.cpp +41 -16
  150. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers.cpp +959 -213
  151. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers.h +66 -0
  152. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_BatchWrite.cpp +1571 -0
  153. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_Convert.cpp +316 -0
  154. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_Inspection.cpp +280 -0
  155. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_InstanceProjection.cpp +666 -0
  156. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_InstanceProjection_Internal.h +63 -0
  157. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_Lights.cpp +43 -12
  158. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_MultiLevel.cpp +13 -47
  159. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_PostProcess.cpp +527 -0
  160. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_Query.cpp +1169 -0
  161. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_Refresh.cpp +723 -0
  162. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_Save.cpp +325 -0
  163. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_Spatial.cpp +360 -0
  164. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_Trace.cpp +178 -58
  165. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_Transient.cpp +337 -0
  166. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_Volumes.cpp +25 -12
  167. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_WorldPartition.cpp +10 -9
  168. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/LevelHandlers_WorldPartitionSettings.cpp +686 -0
  169. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/MassHandlers.cpp +467 -0
  170. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/MassHandlers.h +22 -0
  171. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/MaterialHandlers.cpp +452 -175
  172. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/MaterialHandlers.h +5 -0
  173. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/MaterialHandlers_Build.cpp +597 -0
  174. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/NiagaraHandlers.cpp +17 -15
  175. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/PCGHandlers.cpp +38 -168
  176. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/PhysicsHandlers.cpp +39 -30
  177. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/SequencerHandlers.cpp +392 -78
  178. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/SequencerHandlers.h +2 -0
  179. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/SequencerHandlers_Internal.h +83 -0
  180. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/SkeletalMeshHandlers.cpp +200 -0
  181. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/SkeletalMeshHandlers.h +15 -0
  182. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/SplineHandlers.cpp +19 -12
  183. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/StateTreeHandlers.cpp +31 -1
  184. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/WidgetHandlers.cpp +307 -69
  185. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/WidgetHandlers.h +84 -0
  186. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/WidgetHandlers_Extraction.cpp +8 -41
  187. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Handlers/WidgetHandlers_Properties.cpp +33 -52
  188. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/ActorSelectorTests.cpp +344 -0
  189. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/AnimationControlRigTimelineTests.cpp +60 -0
  190. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/AnimationPoseTests.cpp +115 -0
  191. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/AssetBulkReadTests.cpp +177 -0
  192. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/AssetDeleteGuardTests.cpp +276 -0
  193. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/AssetPathResolutionTests.cpp +243 -0
  194. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/AssetPropertyPersistTests.cpp +213 -0
  195. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/AssetSubobjectTests.cpp +235 -0
  196. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/AutomationRunnerTests.cpp +72 -0
  197. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/BehaviorTreeAuthoringTests.cpp +526 -0
  198. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/BehaviorTreeNodeTests.cpp +334 -0
  199. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/BlueprintHandlerSurfaceTests.cpp +362 -0
  200. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/BridgeProtocolTests.cpp +14 -0
  201. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/CollisionQueryTests.cpp +288 -0
  202. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/DataTableRowWriteTests.cpp +453 -0
  203. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/EditorFunctionCallTests.cpp +223 -0
  204. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/FoliageBatchTests.cpp +147 -0
  205. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/GameThreadGateTests.cpp +82 -0
  206. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/GasLiveAttributeTests.cpp +183 -0
  207. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/LandscapeSampleTests.cpp +119 -0
  208. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/LevelBatchWriteTests.cpp +176 -0
  209. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/LevelComponentTreeInstanceCountTests.cpp +189 -0
  210. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/LevelConvertBrushesTests.cpp +100 -0
  211. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/LevelInstanceProjectionTests.cpp +265 -0
  212. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/LevelPostProcessOverrideTests.cpp +258 -0
  213. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/LevelQueryComponentsTests.cpp +195 -0
  214. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/LevelRefreshTests.cpp +142 -0
  215. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/LevelSaveReportTests.cpp +125 -0
  216. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/LevelScriptHandlersTests.cpp +42 -0
  217. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/LevelStaticMeshUsageTests.cpp +412 -0
  218. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/LevelTraceWorldScopeTests.cpp +133 -0
  219. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/LevelTransientActorTests.cpp +205 -0
  220. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/LevelWorldPartitionSettingsTests.cpp +168 -0
  221. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/MCPInstancedStructPathTestTypes.h +51 -0
  222. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/MCPInstancedStructPathTests.cpp +379 -0
  223. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/MaterialBuildTests.cpp +238 -0
  224. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/MeshBooleanTests.cpp +170 -0
  225. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/MeshGeometryTests.cpp +116 -0
  226. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/PackageSaveExtensionTests.cpp +161 -0
  227. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/PackageWriteGuardTests.cpp +253 -0
  228. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/RuntimeVisibilityTests.cpp +143 -0
  229. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/SequencerHandlerTests.cpp +660 -0
  230. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/SequencerScrubTests.cpp +50 -0
  231. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/SkeletonDiffTests.cpp +685 -0
  232. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/Tests/WidgetBlueprintResolveTests.cpp +145 -0
  233. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Private/UE_MCP_Bridge.cpp +80 -0
  234. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Public/HandlerFunctionCall.h +509 -0
  235. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Public/HandlerQuery.h +407 -0
  236. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/Public/HandlerUtils.h +1008 -77
  237. package/plugin/ue_mcp_bridge/Source/UE_MCP_Bridge/UE_MCP_Bridge.Build.cs +87 -0
  238. package/plugin/ue_mcp_bridge/Source/UE_MCP_BridgeStatus/Private/MCPEngineStatus.cpp +152 -14
  239. package/plugin/ue_mcp_bridge/Source/UE_MCP_BridgeStatus/Private/Tests/MCPEngineStatusTests.cpp +65 -0
  240. package/plugin/ue_mcp_bridge/Source/UE_MCP_BridgeStatus/Public/MCPEngineStatus.h +32 -1
  241. package/plugin/ue_mcp_bridge/Source/UE_MCP_BridgeStatus/UE_MCP_BridgeStatus.Build.cs +2 -0
  242. package/skills/ue-mcp-animation/SKILL.md +154 -0
  243. package/skills/ue-mcp-blueprint/SKILL.md +71 -0
@@ -2,14 +2,14 @@ import { z } from "zod";
2
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  import { categoryTool, bp } from "../types.js";
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  import { Vec3, Rotator } from "../schemas.js";
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  export const gameplayTool = categoryTool("gameplay", "Gameplay systems: physics, collision, navigation, input, behavior trees, AI (EQS, perception, State Trees, Smart Objects), game framework.", {
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- set_collision_profile: bp("Set collision preset. Params: actorLabel, profileName", "set_collision_profile"),
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- set_simulate_physics: bp("Toggle physics. Params: actorLabel, simulate", "set_simulate_physics"),
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- add_impulse: bp("Apply an impulse (or force with mode='force') to a (PIE) actor's simulating physics body so its motion can be observed over time - loop level(read_actor_motion) to sample the response. Params: actorLabel, impulse {x,y,z} (or force/vector), mode? (impulse|force), componentName?, boneName?, location? (apply at world point), velChange?/accelChange?, world? (editor|pie|auto) (#676)", "add_impulse", (p) => ({ actorLabel: p.actorLabel, impulse: p.impulse, force: p.force, vector: p.vector, mode: p.mode, componentName: p.componentName, boneName: p.boneName, location: p.location, velChange: p.velChange, accelChange: p.accelChange, world: p.world, pieInstance: p.pieInstance })),
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- set_collision_enabled: bp("Set collision mode. Params: actorLabel, collisionEnabled", "set_collision_enabled"),
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- set_collision: bp("Unified collision authoring for a placed actor (actorLabel) or a Blueprint component template (assetPath+componentName). Apply any of: collisionProfile, collisionEnabled (NoCollision|QueryOnly|PhysicsOnly|QueryAndPhysics), objectType (channel name), responseToAllChannels (Block|Overlap|Ignore), responses ({channel: Block|Overlap|Ignore}). Profile is applied first, then overrides. componentName optional for actors (defaults to all primitive components), required for Blueprint templates (#545)", "set_collision", (p) => ({ actorLabel: p.actorLabel, assetPath: p.assetPath, componentName: p.componentName, collisionProfile: p.collisionProfile, collisionEnabled: p.collisionEnabled, objectType: p.objectType, responseToAllChannels: p.responseToAllChannels, responses: p.responses })),
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- set_physics_properties: bp("Set mass/damping/gravity. Params: actorLabel, mass?, linearDamping?, angularDamping?, enableGravity?", "set_physics_properties"),
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+ set_collision_profile: bp("Set collision preset. Params: actorLabel OR actorPath, profileName", "set_collision_profile"),
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+ set_simulate_physics: bp("Toggle physics. Params: actorLabel OR actorPath, simulate", "set_simulate_physics"),
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+ add_impulse: bp("Apply an impulse (or force with mode='force') to a (PIE) actor's simulating physics body so its motion can be observed over time - loop level(read_actor_motion) to sample the response. Params: actorLabel OR actorPath, impulse {x,y,z} (or force/vector), mode? (impulse|force), componentName?, boneName?, location? (apply at world point), velChange?/accelChange?, world? (editor|pie|auto) (#676)", "add_impulse", (p) => ({ actorLabel: p.actorLabel, actorPath: p.actorPath, impulse: p.impulse, force: p.force, vector: p.vector, mode: p.mode, componentName: p.componentName, boneName: p.boneName, location: p.location, velChange: p.velChange, accelChange: p.accelChange, world: p.world, pieInstance: p.pieInstance })),
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+ set_collision_enabled: bp("Set collision mode. Params: actorLabel OR actorPath, collisionEnabled", "set_collision_enabled"),
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+ set_collision: bp("Unified collision authoring for a placed actor (actorLabel or actorPath) or a Blueprint component template (assetPath+componentName). Apply any of: collisionProfile, collisionEnabled (NoCollision|QueryOnly|PhysicsOnly|QueryAndPhysics), objectType (channel name), responseToAllChannels (Block|Overlap|Ignore), responses ({channel: Block|Overlap|Ignore}). Profile is applied first, then overrides. componentName optional for actors (defaults to all primitive components), required for Blueprint templates (#545)", "set_collision", (p) => ({ actorLabel: p.actorLabel, actorPath: p.actorPath, assetPath: p.assetPath, componentName: p.componentName, collisionProfile: p.collisionProfile, collisionEnabled: p.collisionEnabled, objectType: p.objectType, responseToAllChannels: p.responseToAllChannels, responses: p.responses })),
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+ set_physics_properties: bp("Set mass/damping/gravity. Params: actorLabel OR actorPath, mass?, linearDamping?, angularDamping?, enableGravity?", "set_physics_properties"),
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  rebuild_navigation: bp("Rebuild navmesh", "rebuild_navigation"),
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- find_nav_path: bp("Synchronous nav-path query between two world points. Returns valid/partial/length plus the polyline. The standard 'why doesn't my AI move?' diagnostic. Params: start (Vec3), end (Vec3), pathfindingContext? (actorLabel - uses its agent + filter) (#424)", "find_nav_path", (p) => ({ start: p.start, end: p.end, pathfindingContext: p.pathfindingContext })),
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+ find_nav_path: bp("Synchronous nav-path query between two world points. Returns valid/partial/length plus the polyline. The standard 'why doesn't my AI move?' diagnostic. Params: start (Vec3), end (Vec3), pathfindingContext? (actor label) OR pathfindingContextPath? (object path) - uses its agent + filter (#424/#983)", "find_nav_path", (p) => ({ start: p.start, end: p.end, pathfindingContext: p.pathfindingContext, pathfindingContextPath: p.pathfindingContextPath })),
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  list_nav_invokers: bp("Enumerate actors carrying a NavigationInvokerComponent + their tile generation/removal radii. Diagnoses 'no navmesh in this region' caused by missing or mis-sized invokers (#424)", "list_nav_invokers"),
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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"),
@@ -26,8 +26,16 @@ export const gameplayTool = categoryTool("gameplay", "Gameplay systems: physics,
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  set_imc_mapping_key: bp("Rebind an IMC mapping to a new key. Params: imcPath, newKey, mappingIndex? | key? | inputActionPath? (#158)", "set_imc_mapping_key"),
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  set_imc_mapping_action: bp("Retarget an IMC mapping to a different InputAction. Params: imcPath, newInputActionPath, mappingIndex? | key? | inputActionPath? (#158)", "set_imc_mapping_action"),
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  list_behavior_trees: bp("List behavior trees. Params: directory?, recursive?", "list_behavior_trees"),
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- get_behavior_tree_info: bp("Inspect behavior tree (top-level + blackboard). Params: assetPath", "get_behavior_tree_info"),
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- read_behavior_tree_graph: bp("Walk BT tree: composites, tasks, decorators, services with blackboard keys. Params: assetPath", "read_behavior_tree_graph"),
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+ get_behavior_tree_info: bp("Inspect a BehaviorTree asset: root node, blackboard asset, every blackboard key (name, type, instanceSynced, description) plus the keys inherited from the blackboard's parent chain, and the node/decorator counts. Params: assetPath (#887)", "get_behavior_tree_info", (p) => ({ assetPath: p.assetPath })),
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+ read_behavior_tree_graph: bp("Walk a BT asset: composites, tasks, decorators, services, each with a stable nodePath ('Root.Children[0].Decorators[1]') you pass to read_bt_node_properties / set_bt_node_property. Every decorator reports its full runtime config - blackboardKey {selectedKeyName, selectedKeyType}, basicOperation (Set|NotSet), arithmeticOperation, textOperation, flowAbortMode, notifyObserver, inverseCondition, int/float/stringValue and staticDescription - which is what answers 'the tree is running but the wrong branch fires'. Set includeProperties for each node's own UPROPERTY values, propertyNames to narrow those, includeInherited to keep UBTNode's own fields. Params: assetPath, includeProperties?, includeInherited?, propertyNames? (#888)", "read_behavior_tree_graph", (p) => ({ assetPath: p.assetPath, includeProperties: p.includeProperties, includeInherited: p.includeInherited, propertyNames: p.propertyNames })),
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+ read_bt_node_properties: bp("Filtered read of BT node UPROPERTY values: pick nodes by nodeClass, nodeName, nodePath or kind and get back only their own properties, instead of an unfiltered whole-asset dump. Narrow further with propertyNames. A UE 5.8 FValueOrBBKey_* field (AcceptableRadius, WaitTime, FilterClass) is unpacked into {defaultValue, key, isBound, baseClass, text}. Params: assetPath, nodeClass?, nodeName?, nodePath?, kind?, propertyNames?, includeInherited? (#919)", "read_bt_node_properties", (p) => ({ assetPath: p.assetPath, nodeClass: p.nodeClass, nodeName: p.nodeName, nodePath: p.nodePath, kind: p.kind, propertyNames: p.propertyNames, includeInherited: p.includeInherited })),
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+ list_bt_tasks: bp("Inventory BTTask nodes with their name, class, parent path and FilterClass. Pass assetPath for one tree, or directory (+recursive) to sweep many. On UE 5.8 BTTask_MoveTo.FilterClass is a FValueOrBBKey_Class, so it is reported as {defaultValue, defaultValueName, key, isBound, baseClass, text} - the shape get_editor_property reads as empty. filterClassOnly keeps only tasks that declare one. Params: assetPath?, directory?, recursive?, taskClass?, filterClassOnly?, limit? (#940)", "list_bt_tasks", (p) => ({ assetPath: p.assetPath, directory: p.directory, recursive: p.recursive, taskClass: p.taskClass, filterClassOnly: p.filterClassOnly, limit: p.limit, nodeClass: p.nodeClass, nodeName: p.nodeName, nodePath: p.nodePath })),
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+ set_bt_node_property: bp("Scoped write onto one owned BT node subobject. Pick the node with nodePath (from read_behavior_tree_graph), nodeName, nodeClass or kind - the write refuses to run unless exactly one node matches - then set property + value, or a properties map of dotted/indexed paths ('Lines[1].Text', 'BlackboardKey.SelectedKeyName'). A scalar aimed at a UE 5.8 FValueOrBBKey_* field lands on its DefaultValue; an object writes the struct's own fields, so {Key: 'MyKey'} binds it to a blackboard key. Every target is read back and reported with its previous value. Params: assetPath, nodePath?, nodeName?, nodeClass?, kind?, property?, value?, properties? (#919)", "set_bt_node_property", (p) => ({ assetPath: p.assetPath, nodePath: p.nodePath, nodeName: p.nodeName, nodeClass: p.nodeClass, kind: p.kind, property: p.property, value: p.value, properties: p.properties })),
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+ list_bt_graph_nodes: bp("List the EDITOR-GRAPH nodes of a BehaviorTree, which is the layer add_bt_node / move_bt_node / remove_bt_node address. Each entry carries its guid (the primary key: stable across recompiles and unaffected by inserting a sibling), category (root|composite|task|decorator|service), class, parentGuid, indexInParent, childGuids in execution order, decoratorGuids, serviceGuids, graph position and any node error. runtimePath cross-references the same node's read address ('Root.Children[0]') so one listing serves both surfaces. A tree that has never been opened in the BT editor reports hasGraph false and no nodes; add_bt_node seeds the graph. Params: assetPath (#889)", "list_bt_graph_nodes", (p) => ({ assetPath: p.assetPath })),
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+ add_bt_node: bp("Add a composite, task, decorator or service to a BehaviorTree's editor graph and recompile it into the runnable tree. This is the authoring half that reflection cannot reach: UBehaviorTreeGraph::UpdateAsset, which turns the graph into the UBTCompositeNode tree, is editor-only and unexposed, so nodes spawned by script alone never become a valid tree. parent takes a guid from list_bt_graph_nodes, a runtime address from read_behavior_tree_graph, a unique node name, or 'root' (the default). Decorators and services attach as subnodes of their parent rather than as children. index places the node among its siblings, which is the execution order a Selector or Sequence is defined by; on a SimpleParallel it picks the output (0 = main task, 1 = background). properties writes UPROPERTY values (a bare number aimed at a UE 5.8 FValueOrBBKey_* field lands on its DefaultValue), and blackboardKeys points FBlackboardKeySelector fields at named blackboard keys, resolved against the tree's blackboard. Params: assetPath, nodeClass, nodeCategory?, parent?, index?, nodeName?, properties?, blackboardKeys? (#889)", "add_bt_node", (p) => ({ assetPath: p.assetPath, nodeClass: p.nodeClass, nodeCategory: p.nodeCategory, parent: p.parent, index: p.index, nodeName: p.nodeName, properties: p.properties, blackboardKeys: p.blackboardKeys })),
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+ move_bt_node: bp("Reconnect a BehaviorTree node to a different parent, reorder it among its siblings, or both, then recompile. Pass parent to reparent and index to reorder; at least one is required. Child order is what a Selector or Sequence executes by, so this is behaviour rather than layout. Decorators and services move between their owners' subnode lists. Moving a node under itself or its own descendant is refused, and the whole subtree travels with it. Returns the parent's siblingOrder after the compile. Params: assetPath, node, parent?, index? (#947)", "move_bt_node", (p) => ({ assetPath: p.assetPath, node: p.node, parent: p.parent, index: p.index })),
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+ remove_bt_node: bp("Delete a node from a BehaviorTree's editor graph and recompile. A composite takes its whole branch with it, so the compiled tree never reports nodes that no longer run. Decorators and services detach from their owner. The root node cannot be removed. Returns every removed node's guid and class. Params: assetPath, node (#889)", "remove_bt_node", (p) => ({ assetPath: p.assetPath, node: p.node })),
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+ set_bt_task_property: bp("Write a property on one BT task node, FilterClass included. Same selector and dotted-path rules as set_bt_node_property. Retarget a MoveTo filter with property='FilterClass' and a class path, a short class name or a Blueprint asset path; pass null to clear it, or {Key: 'MyKey'} to bind it to a blackboard key. The new value is read back and returned. Params: assetPath, nodePath?, nodeName?, nodeClass?, property?, value?, properties? (#940)", "set_bt_task_property", (p) => ({ assetPath: p.assetPath, nodePath: p.nodePath, nodeName: p.nodeName, nodeClass: p.nodeClass, kind: p.kind, property: p.property, value: p.value, properties: p.properties })),
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  create_blackboard: bp("Create Blackboard. Params: name, packagePath?", "create_blackboard"),
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  add_blackboard_key: bp("Add a typed key to a Blackboard asset. baseClass types an Object/Class key - Behaviour Tree nodes filter on it, so an untyped key silently will not bind. For keyType=Enum pass the enum via enumType (or baseClass). Params: blackboardPath, keyName, keyType (Bool|Int|Float|String|Name|Vector|Rotator|Object|Class|Enum), baseClass? (e.g. /Script/Engine.Actor), enumType? (#250)", "add_blackboard_key", (p) => ({ blackboardPath: p.blackboardPath, keyName: p.keyName, keyType: p.keyType, baseClass: p.baseClass, enumType: p.enumType })),
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  remove_blackboard_key: bp("Remove a key from a Blackboard asset by name. Idempotent. Params: blackboardPath, keyName (#469)", "remove_blackboard_key", (p) => ({ blackboardPath: p.blackboardPath, keyName: p.keyName })),
@@ -40,7 +48,7 @@ export const gameplayTool = categoryTool("gameplay", "Gameplay systems: physics,
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  list_eqs_queries: bp("List EQS queries. Params: directory?", "list_eqs_queries"),
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  add_perception: bp("Add an AIPerceptionComponent to a Blueprint and configure its senses. senses takes short names (Sight, Hearing, Damage, Touch, Team, Prediction), AISenseConfig_* names, or class paths - a component with no sense configs perceives nothing. Params: blueprintPath, senses?", "add_perception_component"),
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  configure_sense: bp("Add + configure an AI perception sense config on the blueprint's AIPerceptionComponent. Params: blueprintPath, senseType (Sight|Hearing|Damage|Touch|Team|Prediction|Blueprint), settings? ({SightRadius: ...}), componentName?", "configure_ai_perception_sense"),
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- get_state_tree_runtime: bp("Read a running StateTreeComponent's active state names in PIE (the 'brain' state). Params: actorLabel, world? (default pie), componentName? (#654)", "get_state_tree_runtime", (p) => ({ actorLabel: p.actorLabel, world: p.world, pieInstance: p.pieInstance, componentName: p.componentName })),
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+ get_state_tree_runtime: bp("Read a running StateTreeComponent's active state names in PIE (the 'brain' state). Params: actorLabel OR actorPath, world? (default pie), componentName? (#654)", "get_state_tree_runtime", (p) => ({ actorLabel: p.actorLabel, actorPath: p.actorPath, world: p.world, pieInstance: p.pieInstance, componentName: p.componentName })),
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  create_state_tree: bp("Create a StateTree with a proper UStateTreeEditorData (schema + root state), so states/tasks are authorable via statetree(*) and persist across save/load (#653). Params: name, packagePath?, schema? (default /Script/GameplayStateTreeModule.StateTreeComponentSchema), onConflict?", "create_state_tree", (p) => ({ name: p.name, packagePath: p.packagePath, schema: p.schema, onConflict: p.onConflict })),
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  list_state_trees: bp("List StateTrees. Params: directory?", "list_state_trees"),
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  add_state_tree_component: bp("Add StateTreeComponent. Params: blueprintPath", "add_state_tree_component"),
@@ -61,6 +69,8 @@ export const gameplayTool = categoryTool("gameplay", "Gameplay systems: physics,
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  get_navmesh_details: bp("Read RecastNavMesh generation params (cellSize, agentHeight, maxStepHeight, etc.) (#163)", "get_navmesh_details"),
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  }, undefined, {
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  actorLabel: z.string().optional(),
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+ actorPath: z.string().optional().describe("Full actor object path. The unambiguous selector, and it wins over actorLabel when both are given. Editor labels are NOT unique, and a label matching several actors is refused with the candidates rather than resolved at random (#983)"),
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+ pathfindingContextPath: z.string().optional().describe("find_nav_path: full object path of the pathfinding context actor; alternative to pathfindingContext (#983)"),
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  profileName: z.string().optional(),
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  playerIndex: z.number().optional().describe("get_applied_imcs: player index; omit for every player (#604/#778)"),
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  pieInstance: z.number().optional().describe("get_applied_imcs / add_impulse / get_state_tree_runtime: PIE world instance (0 = server/primary); omit for the primary world. See editor(list_pie_instances) (#778)"),
@@ -97,7 +107,24 @@ export const gameplayTool = categoryTool("gameplay", "Gameplay systems: physics,
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  baseClass: z.string().optional().describe("Base class path for Object/Class blackboard keys (e.g. /Script/Engine.Actor)"),
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  parentPath: z.string().optional().describe("Parent BlackboardData asset path for set_blackboard_parent (#469)"),
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  autoPruneDuplicateKeys: z.boolean().optional().describe("set_blackboard_parent: remove own-keys that the parent chain already defines (default true)"),
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- kind: z.string().optional().describe("BT node class filter for list_bt_node_classes: composite|task|decorator|service (#494)"),
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+ kind: z.string().optional().describe("BT node kind: composite|task|decorator|service. Filters the class list in list_bt_node_classes (#494) and selects nodes in read_bt_node_properties / set_bt_node_property (#919)"),
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+ nodePath: z.string().optional().describe("BT node address from read_behavior_tree_graph, e.g. 'Root.Children[0].Decorators[1]'. The exact way to target one node (#919)"),
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+ nodeName: z.string().optional().describe("BT node selector: the node's object name or its NodeName display text (#919). In add_bt_node it instead sets the new node's display name (#889)"),
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+ nodeClass: z.string().optional().describe("BT node selector: a class name, /Script path, or partial name. A resolved class matches its whole subtree (#919). In add_bt_node it is required and names the concrete class to place, e.g. BTComposite_Selector or BTTask_MoveTo - list_bt_node_classes enumerates them (#889)"),
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+ nodeCategory: z.string().optional().describe("add_bt_node: composite|task|decorator|service. Inferred from nodeClass when omitted; supplying it makes the call fail loudly rather than placing a node of the wrong kind (#889)"),
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+ parent: z.string().optional().describe("add_bt_node / move_bt_node: which node to attach under. A guid from list_bt_graph_nodes, a runtime address from read_behavior_tree_graph, a unique node name, or 'root' (#889/#947)"),
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+ node: z.string().optional().describe("move_bt_node / remove_bt_node: which node to act on, as a guid, a runtime address, or a unique node name (#947)"),
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+ index: z.number().optional().describe("add_bt_node / move_bt_node: position among the parent's children, which IS the execution order a Selector or Sequence follows. For a decorator or service it is the position in the parent's subnode list; on a SimpleParallel it picks the output pin (0 = main task, 1 = background) (#889/#947)"),
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+ blackboardKeys: z.record(z.string()).optional().describe("add_bt_node: map an FBlackboardKeySelector property to a blackboard key name, e.g. {BlackboardKey: 'TargetActor'}. The key is resolved against the tree's blackboard, and a name the blackboard does not define is rejected instead of silently never firing (#889)"),
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+ taskClass: z.string().optional().describe("list_bt_tasks: keep only tasks of this class or its subclasses (e.g. BTTask_MoveTo) (#940)"),
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+ filterClassOnly: z.boolean().optional().describe("list_bt_tasks: keep only tasks that declare a FilterClass (#940)"),
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+ limit: z.number().optional().describe("list_bt_tasks: how many BehaviorTree assets a directory sweep loads (default 200) (#940)"),
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+ property: z.string().optional().describe("set_bt_node_property / set_bt_task_property: dotted, indexed property path on the node, e.g. 'FilterClass' or 'Lines[1].Text' (#919/#940)"),
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+ value: z.unknown().optional().describe("set_bt_node_property / set_bt_task_property: the value for `property` - scalar, object, array, class path, or null to clear a reference (#919/#940)"),
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+ properties: z.record(z.unknown()).optional().describe("set_bt_node_property / set_bt_task_property: several writes at once, as a map of property path to value. Applied as one batch: a rejected write puts the others back (#919)"),
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+ propertyNames: z.array(z.string()).optional().describe("read_bt_node_properties / read_behavior_tree_graph: only report these UPROPERTY names (#919)"),
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+ includeProperties: z.boolean().optional().describe("read_behavior_tree_graph: include each node's own UPROPERTY values (#919)"),
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+ includeInherited: z.boolean().optional().describe("BT node reads: keep the properties UBTNode itself declares (TreeAsset, ParentNode, NodeName), which are omitted by default (#919)"),
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  blueprintPath: z.string().optional(),
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  slotIndex: z.number().optional().describe("SmartObject slot index"),
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  offset: Vec3.optional().describe("SmartObject slot offset"),
@@ -1 +1 @@
1
- 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package/dist/tools/gas.js CHANGED
@@ -11,11 +11,20 @@ export const gasTool = categoryTool("gas", "Gameplay Ability System: abilities,
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  create_cue: bp("Create GameplayCue. Params: name, packagePath?, cueType?", "create_gameplay_cue"),
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12
  get_info: bp("Inspect GAS setup. Params: blueprintPath", "get_gas_info"),
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13
  set_asc_defaults: bp("Wire an AttributeSet onto a Blueprint's ASC component (DefaultStartingData) so attributes exist at runtime. Params: blueprintPath, attributeSet (content path or class name), componentName?, initDataTable? (starting values). Run add_ability_system_component first.", "set_asc_defaults"),
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- apply_effect: bp("Apply a GameplayEffect to a live actor's ASC (agnostic stat/damage stimulus - uses the game's own effect). Params: actorLabel, effectClass (content path or class name), level?, setByCaller? ({tag-or-name: magnitude}), world? (auto|pie|editor, default auto)", "apply_effect"),
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- set_attribute: bp("Set a gameplay attribute's base value on a live actor's ASC (recalculates CurrentValue through the aggregator). Params: actorLabel, attribute (Health | SetName.Health), value, world?", "set_attribute"),
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- get_attribute: bp("Read gameplay attribute base + current values on a live actor's ASC. Omit attribute to list all. Params: actorLabel, attribute?, world?", "get_attribute"),
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- init_asc: bp("Initialize a live actor's ASC (InitAbilityActorInfo) and optionally instantiate an AttributeSet so attributes are live - the runtime setup step for testing a bridge-authored GAS actor. Params: actorLabel, attributeSet? (content path or class name), world?", "init_asc"),
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- get_asc_state: bp("Introspect a live actor's ASC: granted ability specs (class, level, inputID, active, dynamicTags) + owned gameplay tags. Params: actorLabel, world? (auto|pie|editor) (#587)", "get_asc_state", (p) => ({ actorLabel: p.actorLabel, world: p.world })),
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+ apply_effect: bp("Apply a GameplayEffect to a live actor's ASC (agnostic stat/damage stimulus - uses the game's own effect). Params: actorLabel OR actorPath, effectClass (content path or class name), level?, setByCaller? ({tag-or-name: magnitude}), world? (auto|pie|editor, default auto)", "apply_effect"),
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+ set_attribute: bp("Set a gameplay attribute's base value on a live actor's ASC (recalculates CurrentValue through the aggregator). Params: actorLabel OR actorPath, attribute (Health | SetName.Health), value, world?", "set_attribute"),
16
+ get_attribute: bp("Read gameplay attribute base + current values on a live actor's ASC. Omit attribute to list all. Params: actorLabel OR actorPath, attribute?, world?", "get_attribute"),
17
+ init_asc: bp("Initialize a live actor's ASC (InitAbilityActorInfo) and optionally instantiate an AttributeSet so attributes are live - the runtime setup step for testing a bridge-authored GAS actor. Params: actorLabel OR actorPath, attributeSet? (content path or class name), world?", "init_asc"),
18
+ get_asc_state: bp("Introspect a live actor's ASC: granted ability specs (class, level, inputID, active, dynamicTags) + owned gameplay tags. Params: actorLabel OR actorPath, world? (auto|pie|editor) (#587)", "get_asc_state", (p) => ({ actorLabel: p.actorLabel, actorPath: p.actorPath, world: p.world })),
19
+ // #956: get_attribute / set_attribute above only see attribute sets the ASC
20
+ // has already registered, and an actor spawned into the editor world has
21
+ // none: the DSO scan that registers them runs in InitializeComponent, which
22
+ // a world that has not begun play never reaches. These two name the set,
23
+ // resolve the instance through the ASC (never the actor's own pointer, which
24
+ // is not proof the ASC knows about it), and register the actor's own
25
+ // subobject when the ASC has not.
26
+ get_live_attribute_value: bp("Read the live value of one FGameplayAttributeData on the attribute set instance actually REGISTERED on an actor's AbilitySystemComponent - equivalent to ASC->GetSet<T>(), not the actor's own subobject pointer. Works in the editor world, where no set is registered yet, by first registering the actor's own sets the way BeginPlay would (set registerOwnerSets=false for a strict read). Returns currentValue and baseValue off the instance plus the aggregator's view of both, and the instance's object path so you can prove which object was read. Params: actorLabel (label or internal name) OR actorPath, attributeSet (content path or class name), attribute (property name, or Set.Property), registerOwnerSets?, world? (#956)", "get_live_attribute_value", (p) => ({ actorLabel: p.actorLabel, actorPath: p.actorPath, attributeSet: p.attributeSet, attribute: p.attribute, registerOwnerSets: p.registerOwnerSets, world: p.world })),
27
+ set_live_attribute_value: bp("Write the live value of one FGameplayAttributeData on the REGISTERED attribute set instance on an actor's AbilitySystemComponent. valueType=\"current\" (default) writes the attribute data in place, which is what staging a mid-combat state needs; valueType=\"base\" writes through the ASC so the aggregator recomputes the current value, which is what a durable change needs. The set's PreAttributeChange may clamp, so the result reports what was actually stored alongside the previous values and the instance's object path. Params: actorLabel (label or internal name) OR actorPath, attributeSet, attribute, value, valueType?, registerOwnerSets?, world? (#956)", "set_live_attribute_value", (p) => ({ actorLabel: p.actorLabel, actorPath: p.actorPath, attributeSet: p.attributeSet, attribute: p.attribute, value: p.value, valueType: p.valueType, registerOwnerSets: p.registerOwnerSets, world: p.world })),
19
28
  }, undefined, {
20
29
  blueprintPath: z.string().optional(),
21
30
  name: z.string().optional(),
@@ -46,5 +55,8 @@ export const gasTool = categoryTool("gas", "Gameplay Ability System: abilities,
46
55
  world: z.string().optional().describe("Runtime world scope: auto (default) | pie | editor"),
47
56
  attributeSet: z.string().optional().describe("set_asc_defaults / init_asc: AttributeSet content path or class name"),
48
57
  initDataTable: z.string().optional().describe("set_asc_defaults: optional DataTable of starting attribute values"),
58
+ actorPath: z.string().optional().describe("Full actor object path. The unambiguous selector for every runtime GAS action, and it wins over actorLabel when both are given. Editor labels are NOT unique, and a label matching several actors is refused with the candidates rather than resolved at random (#956/#983)"),
59
+ valueType: z.enum(["current", "base"]).optional().describe("set_live_attribute_value: \"current\" (default) writes the attribute data in place; \"base\" writes through the ASC aggregator (#956)"),
60
+ registerOwnerSets: z.boolean().optional().describe("get/set_live_attribute_value: register the actor's own attribute set subobjects on its ASC when it has none, the way BeginPlay would. Default true; false makes the call a strict read of what is already registered (#956)"),
49
61
  });
50
62
  //# sourceMappingURL=gas.js.map
@@ -1 +1 @@
1
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1
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@@ -4,9 +4,9 @@ import { Vec3 } from "../schemas.js";
4
4
  export const landscapeTool = categoryTool("landscape", "Landscape terrain: info, layers, sculpting, weight painting, materials, splines, proxies.", {
5
5
  get_info: bp("Get landscape setup", "get_landscape_info"),
6
6
  list_layers: bp("List paint layers", "list_landscape_layers"),
7
- sample: bp("Sample height/layers. Params: x, y", "sample_landscape"),
8
- sculpt: bp("Raise, lower or flatten terrain with a circular brush. mode=raise|lower|flatten; amount is world centimetres at full strength (raise/lower), and flatten pulls toward the height under the brush centre. falloff (0..1) is the smoothstepped soft edge. Runs in one transaction and leaves the level dirty and unsaved. Writes into an edit layer (editLayer by name, else editLayerIndex, default 0) - required on UE 5.8, where a write without one is regenerated away by the layer system. Params: center ({x,y} world space), radius (default 500), mode? (default raise), amount? (default 100), falloff? (default 0.5), actorLabel?, editLayer?, editLayerIndex?, maxVertices? (#742)", "sculpt_landscape", (p) => ({ center: p.center, radius: p.radius, mode: p.mode, amount: p.amount, falloff: p.falloff, actorLabel: p.actorLabel, editLayer: p.editLayer, editLayerIndex: p.editLayerIndex, maxVertices: p.maxVertices })),
9
- paint_layer: bp("Paint a weight layer with a circular brush. The layer must already have a LayerInfo on this landscape (see add_layer_info) - an unregistered name errors and lists the layers that ARE registered instead of silently painting nothing. Weights are written as given - the engine no longer renormalises other layers for you, so set them explicitly if they must sum to 1. Writes into an edit layer (editLayer by name, else editLayerIndex, default 0). Params: layerName, center ({x,y} world space), radius (default 500), strength? (0..1, default 1), falloff? (default 0.5), actorLabel?, editLayer?, editLayerIndex?, maxVertices? (#742)", "paint_landscape_layer", (p) => ({ layerName: p.layerName, center: p.center, radius: p.radius, strength: p.strength, falloff: p.falloff, actorLabel: p.actorLabel, editLayer: p.editLayer, editLayerIndex: p.editLayerIndex, maxVertices: p.maxVertices })),
7
+ sample: bp("Read the surface height AND every paint-layer weight at one world XY. Height and weights come from the landscape's own height and weight data (the merged result of every edit layer), the same data landscape(paint_layer) writes, so they are exact and do not depend on built collision. Layers come back with weight (0..1), weight255 (the weightmap byte the editor shows), the LayerInfo path and its physical material, plus dominantLayer and totalWeight - which is what makes reading a paint weight one call instead of rendering the weightmap to a render target and reading that back. Also returns quad, quadExtent and inBounds, so a zero weight OFF the landscape reads as out of bounds rather than as a measured zero, and traceHeight/normal from a confirmation collision trace (absent when collision is unbuilt or the proxy is streamed out). Position accepts x + y, point {x, y}, or worldX + worldY. Params: x + y (or point, or worldX + worldY), actorLabel? OR actorPath? (which landscape, when the map has several), layerName? (one layer only), includeLayers? (default true) (#939)", "sample_landscape", (p) => ({ x: p.x, y: p.y, point: p.point, worldX: p.worldX, worldY: p.worldY, actorLabel: p.actorLabel, actorPath: p.actorPath, layerName: p.layerName, includeLayers: p.includeLayers })),
8
+ sculpt: bp("Raise, lower or flatten terrain with a circular brush. mode=raise|lower|flatten; amount is world centimetres at full strength (raise/lower), and flatten pulls toward the height under the brush centre. falloff (0..1) is the smoothstepped soft edge. Runs in one transaction and leaves the level dirty and unsaved. Writes into an edit layer (editLayer by name, else editLayerIndex, default 0) - required on UE 5.8, where a write without one is regenerated away by the layer system. Params: center ({x,y} world space), radius (default 500), mode? (default raise), amount? (default 100), falloff? (default 0.5), actorLabel? OR actorPath?, editLayer?, editLayerIndex?, maxVertices? (#742)", "sculpt_landscape", (p) => ({ center: p.center, radius: p.radius, mode: p.mode, amount: p.amount, falloff: p.falloff, actorLabel: p.actorLabel, actorPath: p.actorPath, editLayer: p.editLayer, editLayerIndex: p.editLayerIndex, maxVertices: p.maxVertices })),
9
+ paint_layer: bp("Paint a weight layer with a circular brush. The layer must already have a LayerInfo on this landscape (see add_layer_info) - an unregistered name errors and lists the layers that ARE registered instead of silently painting nothing. Weights are written as given - the engine no longer renormalises other layers for you, so set them explicitly if they must sum to 1. Writes into an edit layer (editLayer by name, else editLayerIndex, default 0). Params: layerName, center ({x,y} world space), radius (default 500), strength? (0..1, default 1), falloff? (default 0.5), actorLabel? OR actorPath?, editLayer?, editLayerIndex?, maxVertices? (#742)", "paint_landscape_layer", (p) => ({ layerName: p.layerName, center: p.center, radius: p.radius, strength: p.strength, falloff: p.falloff, actorLabel: p.actorLabel, actorPath: p.actorPath, editLayer: p.editLayer, editLayerIndex: p.editLayerIndex, maxVertices: p.maxVertices })),
10
10
  list_splines: bp("Read landscape splines", "list_landscape_splines"),
11
11
  get_component: bp("Inspect component. Params: componentIndex", "get_landscape_component"),
12
12
  set_material: bp("Set landscape material. Params: materialPath", "set_landscape_material"),
@@ -16,15 +16,26 @@ export const landscapeTool = categoryTool("landscape", "Landscape terrain: info,
16
16
  get_material_usage_summary: bp("Per-proxy summary: landscape/hole material paths + component/grass/nanite counts (#150)", "get_landscape_material_usage_summary"),
17
17
  list_proxies: bp("Enumerate loaded World Partition LandscapeStreamingProxy actors with per-proxy worldBounds (origin/extent), plus loadedProxies + parentLandscapes counts. Unloaded proxies are not spawned as actors, so only loaded ones appear - use this to confirm a proxy is streamed in before trusting a layer/height readback (#733)", "list_landscape_proxies"),
18
18
  find_proxy_at: bp("Resolve which loaded LandscapeStreamingProxy covers a world X/Y. Returns found/loaded + label, or loaded:false when the covering proxy is streamed out (so a 0-weight readback there is ambiguous, not real). Params: worldX, worldY (#733)", "find_landscape_proxy_at", (p) => ({ worldX: p.worldX, worldY: p.worldY })),
19
+ refresh_physical_material_collision: {
20
+ ...bp("UE 5.8+: safely refresh physical-material collision data in memory on loaded World Partition LandscapeStreamingProxy actors after a LayerInfo PhysMaterial change. Requires complete registered collision coverage and no pending landscape edit-layer work. Preserves and verifies every raw, complex-live, and simple-live height sample, builds material data before one collision recreation, and fails the whole matched batch on any unsafe result. Filters combine: actorLabels[], guids[], and bounds {min,max}; omitting them targets every loaded proxy up to maxActors (default 256, hard max 1024). Unloaded proxies are untouched; pin them first with level(load_actor_descs). Refuses PIE/SIE and non-World-Partition maps. Persistence is deliberately unsupported because Landscape PreSave can mutate edit-layer collision data; this action never saves packages. Returns loaded/matched/refreshed/failed counts and exact affected package paths.", "refresh_landscape_physical_material_collision", (p) => ({ actorLabels: p.actorLabels, guids: p.guids, bounds: p.bounds, maxActors: p.maxActors })),
21
+ timeoutMs: 600_000,
22
+ },
19
23
  }, undefined, {
20
- x: z.number().optional(), y: z.number().optional(),
21
- worldX: z.number().optional().describe("find_proxy_at: world-space X (#733)"),
22
- worldY: z.number().optional().describe("find_proxy_at: world-space Y (#733)"),
24
+ x: z.number().optional().describe("sample: world-space X of the position to sample (#939)"),
25
+ y: z.number().optional().describe("sample: world-space Y of the position to sample (#939)"),
26
+ // Same shape as `center`, deliberately: a caller who has {x, y} should not
27
+ // have to invent a z, and one who has a full {x, y, z} should not be
28
+ // rejected for carrying one. Only x and y select the sample.
29
+ point: z.record(z.number()).optional().describe("sample: world-space position as an object {x, y} (a z is accepted and ignored, since the surface height is what this answers) (#939)"),
30
+ worldX: z.number().optional().describe("find_proxy_at / sample: world-space X (#733, #939)"),
31
+ worldY: z.number().optional().describe("find_proxy_at / sample: world-space Y (#733, #939)"),
32
+ includeLayers: z.boolean().optional().describe("sample: include per-paint-layer weights (default true) (#939)"),
23
33
  radius: z.number().optional(), strength: z.number().optional(),
24
34
  center: z.record(z.number()).optional().describe("sculpt/paint_layer: brush centre {x, y} in world space (#742)"),
25
35
  mode: z.string().optional().describe("sculpt: raise | lower | flatten (#742)"),
26
36
  amount: z.number().optional().describe("sculpt: world centimetres to move at full brush strength (#742)"),
27
- actorLabel: z.string().optional().describe("sculpt/paint_layer: which Landscape actor, when the level has more than one (#742)"),
37
+ actorLabel: z.string().optional().describe("sample/sculpt/paint_layer: which Landscape actor, when the level has more than one (#742)"),
38
+ actorPath: z.string().optional().describe("sample/sculpt/paint_layer: full object path of the Landscape actor. The unambiguous selector, and it wins over actorLabel when both are given. Editor labels are NOT unique, and a label matching several landscapes is refused with the candidates rather than sculpting one of them (#983)"),
28
39
  editLayer: z.string().optional().describe("sculpt/paint_layer: edit layer NAME to write into; without one the write targets the merged heightmap and is regenerated away (#742)"),
29
40
  editLayerIndex: z.number().optional().describe("sculpt/paint_layer: edit layer index (default 0) when editLayer is not given (#742)"),
30
41
  maxVertices: z.number().optional().describe("sculpt/paint_layer: refuse a brush covering more than this many vertices (default 4,000,000) (#742)"),
@@ -46,5 +57,9 @@ export const landscapeTool = categoryTool("landscape", "Landscape terrain: info,
46
57
  numSubsections: z.number().optional(),
47
58
  heightOffset: z.number().optional(),
48
59
  label: z.string().optional(),
60
+ actorLabels: z.array(z.string().min(1)).min(1).max(256).optional().describe("refresh_physical_material_collision: exact editor labels of loaded LandscapeStreamingProxy actors"),
61
+ guids: z.array(z.string().min(1).max(64)).min(1).max(256).optional().describe("refresh_physical_material_collision: actor GUIDs of loaded LandscapeStreamingProxy actors"),
62
+ bounds: z.object({ min: Vec3, max: Vec3 }).optional().describe("refresh_physical_material_collision: world-space AABB intersecting proxies to refresh"),
63
+ maxActors: z.number().int().min(1).max(1024).optional().describe("refresh_physical_material_collision: refuse more matches than this (default 256)"),
49
64
  });
50
65
  //# sourceMappingURL=landscape.js.map
@@ -1 +1 @@
1
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1
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