unreal-engine-mcp-server 0.2.1

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 (155) hide show
  1. package/.dockerignore +57 -0
  2. package/.env.production +25 -0
  3. package/.eslintrc.json +54 -0
  4. package/.github/workflows/publish-mcp.yml +75 -0
  5. package/Dockerfile +54 -0
  6. package/LICENSE +21 -0
  7. package/Public/icon.png +0 -0
  8. package/README.md +209 -0
  9. package/claude_desktop_config_example.json +13 -0
  10. package/dist/cli.d.ts +3 -0
  11. package/dist/cli.js +7 -0
  12. package/dist/index.d.ts +31 -0
  13. package/dist/index.js +484 -0
  14. package/dist/prompts/index.d.ts +14 -0
  15. package/dist/prompts/index.js +38 -0
  16. package/dist/python-utils.d.ts +29 -0
  17. package/dist/python-utils.js +54 -0
  18. package/dist/resources/actors.d.ts +13 -0
  19. package/dist/resources/actors.js +83 -0
  20. package/dist/resources/assets.d.ts +23 -0
  21. package/dist/resources/assets.js +245 -0
  22. package/dist/resources/levels.d.ts +17 -0
  23. package/dist/resources/levels.js +94 -0
  24. package/dist/tools/actors.d.ts +51 -0
  25. package/dist/tools/actors.js +459 -0
  26. package/dist/tools/animation.d.ts +196 -0
  27. package/dist/tools/animation.js +579 -0
  28. package/dist/tools/assets.d.ts +21 -0
  29. package/dist/tools/assets.js +304 -0
  30. package/dist/tools/audio.d.ts +170 -0
  31. package/dist/tools/audio.js +416 -0
  32. package/dist/tools/blueprint.d.ts +144 -0
  33. package/dist/tools/blueprint.js +652 -0
  34. package/dist/tools/build_environment_advanced.d.ts +66 -0
  35. package/dist/tools/build_environment_advanced.js +484 -0
  36. package/dist/tools/consolidated-tool-definitions.d.ts +2598 -0
  37. package/dist/tools/consolidated-tool-definitions.js +607 -0
  38. package/dist/tools/consolidated-tool-handlers.d.ts +2 -0
  39. package/dist/tools/consolidated-tool-handlers.js +1050 -0
  40. package/dist/tools/debug.d.ts +185 -0
  41. package/dist/tools/debug.js +265 -0
  42. package/dist/tools/editor.d.ts +88 -0
  43. package/dist/tools/editor.js +365 -0
  44. package/dist/tools/engine.d.ts +30 -0
  45. package/dist/tools/engine.js +36 -0
  46. package/dist/tools/foliage.d.ts +155 -0
  47. package/dist/tools/foliage.js +525 -0
  48. package/dist/tools/introspection.d.ts +98 -0
  49. package/dist/tools/introspection.js +683 -0
  50. package/dist/tools/landscape.d.ts +158 -0
  51. package/dist/tools/landscape.js +375 -0
  52. package/dist/tools/level.d.ts +110 -0
  53. package/dist/tools/level.js +362 -0
  54. package/dist/tools/lighting.d.ts +159 -0
  55. package/dist/tools/lighting.js +1179 -0
  56. package/dist/tools/materials.d.ts +34 -0
  57. package/dist/tools/materials.js +146 -0
  58. package/dist/tools/niagara.d.ts +145 -0
  59. package/dist/tools/niagara.js +289 -0
  60. package/dist/tools/performance.d.ts +163 -0
  61. package/dist/tools/performance.js +412 -0
  62. package/dist/tools/physics.d.ts +189 -0
  63. package/dist/tools/physics.js +784 -0
  64. package/dist/tools/rc.d.ts +110 -0
  65. package/dist/tools/rc.js +363 -0
  66. package/dist/tools/sequence.d.ts +112 -0
  67. package/dist/tools/sequence.js +675 -0
  68. package/dist/tools/tool-definitions.d.ts +4919 -0
  69. package/dist/tools/tool-definitions.js +891 -0
  70. package/dist/tools/tool-handlers.d.ts +47 -0
  71. package/dist/tools/tool-handlers.js +830 -0
  72. package/dist/tools/ui.d.ts +171 -0
  73. package/dist/tools/ui.js +337 -0
  74. package/dist/tools/visual.d.ts +29 -0
  75. package/dist/tools/visual.js +67 -0
  76. package/dist/types/env.d.ts +10 -0
  77. package/dist/types/env.js +18 -0
  78. package/dist/types/index.d.ts +323 -0
  79. package/dist/types/index.js +28 -0
  80. package/dist/types/tool-types.d.ts +274 -0
  81. package/dist/types/tool-types.js +13 -0
  82. package/dist/unreal-bridge.d.ts +126 -0
  83. package/dist/unreal-bridge.js +992 -0
  84. package/dist/utils/cache-manager.d.ts +64 -0
  85. package/dist/utils/cache-manager.js +176 -0
  86. package/dist/utils/error-handler.d.ts +66 -0
  87. package/dist/utils/error-handler.js +243 -0
  88. package/dist/utils/errors.d.ts +133 -0
  89. package/dist/utils/errors.js +256 -0
  90. package/dist/utils/http.d.ts +26 -0
  91. package/dist/utils/http.js +135 -0
  92. package/dist/utils/logger.d.ts +12 -0
  93. package/dist/utils/logger.js +32 -0
  94. package/dist/utils/normalize.d.ts +17 -0
  95. package/dist/utils/normalize.js +49 -0
  96. package/dist/utils/response-validator.d.ts +34 -0
  97. package/dist/utils/response-validator.js +121 -0
  98. package/dist/utils/safe-json.d.ts +4 -0
  99. package/dist/utils/safe-json.js +97 -0
  100. package/dist/utils/stdio-redirect.d.ts +2 -0
  101. package/dist/utils/stdio-redirect.js +20 -0
  102. package/dist/utils/validation.d.ts +50 -0
  103. package/dist/utils/validation.js +173 -0
  104. package/mcp-config-example.json +14 -0
  105. package/package.json +63 -0
  106. package/server.json +60 -0
  107. package/src/cli.ts +7 -0
  108. package/src/index.ts +543 -0
  109. package/src/prompts/index.ts +51 -0
  110. package/src/python/editor_compat.py +181 -0
  111. package/src/python-utils.ts +57 -0
  112. package/src/resources/actors.ts +92 -0
  113. package/src/resources/assets.ts +251 -0
  114. package/src/resources/levels.ts +83 -0
  115. package/src/tools/actors.ts +480 -0
  116. package/src/tools/animation.ts +713 -0
  117. package/src/tools/assets.ts +305 -0
  118. package/src/tools/audio.ts +548 -0
  119. package/src/tools/blueprint.ts +736 -0
  120. package/src/tools/build_environment_advanced.ts +526 -0
  121. package/src/tools/consolidated-tool-definitions.ts +619 -0
  122. package/src/tools/consolidated-tool-handlers.ts +1093 -0
  123. package/src/tools/debug.ts +368 -0
  124. package/src/tools/editor.ts +360 -0
  125. package/src/tools/engine.ts +32 -0
  126. package/src/tools/foliage.ts +652 -0
  127. package/src/tools/introspection.ts +778 -0
  128. package/src/tools/landscape.ts +523 -0
  129. package/src/tools/level.ts +410 -0
  130. package/src/tools/lighting.ts +1316 -0
  131. package/src/tools/materials.ts +148 -0
  132. package/src/tools/niagara.ts +312 -0
  133. package/src/tools/performance.ts +549 -0
  134. package/src/tools/physics.ts +924 -0
  135. package/src/tools/rc.ts +437 -0
  136. package/src/tools/sequence.ts +791 -0
  137. package/src/tools/tool-definitions.ts +907 -0
  138. package/src/tools/tool-handlers.ts +941 -0
  139. package/src/tools/ui.ts +499 -0
  140. package/src/tools/visual.ts +60 -0
  141. package/src/types/env.ts +27 -0
  142. package/src/types/index.ts +414 -0
  143. package/src/types/tool-types.ts +343 -0
  144. package/src/unreal-bridge.ts +1118 -0
  145. package/src/utils/cache-manager.ts +213 -0
  146. package/src/utils/error-handler.ts +320 -0
  147. package/src/utils/errors.ts +312 -0
  148. package/src/utils/http.ts +184 -0
  149. package/src/utils/logger.ts +30 -0
  150. package/src/utils/normalize.ts +54 -0
  151. package/src/utils/response-validator.ts +145 -0
  152. package/src/utils/safe-json.ts +112 -0
  153. package/src/utils/stdio-redirect.ts +18 -0
  154. package/src/utils/validation.ts +212 -0
  155. package/tsconfig.json +33 -0
@@ -0,0 +1,365 @@
1
+ import { toVec3Object, toRotObject } from '../utils/normalize.js';
2
+ export class EditorTools {
3
+ bridge;
4
+ constructor(bridge) {
5
+ this.bridge = bridge;
6
+ }
7
+ async isInPIE() {
8
+ try {
9
+ const pythonCmd = `
10
+ import unreal
11
+ les = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
12
+ if les:
13
+ print("PIE_STATE:" + str(les.is_in_play_in_editor()))
14
+ else:
15
+ print("PIE_STATE:False")
16
+ `.trim();
17
+ const resp = await this.bridge.executePython(pythonCmd);
18
+ const out = typeof resp === 'string' ? resp : JSON.stringify(resp);
19
+ return out.includes('PIE_STATE:True');
20
+ }
21
+ catch {
22
+ return false;
23
+ }
24
+ }
25
+ async ensureNotInPIE() {
26
+ if (await this.isInPIE()) {
27
+ await this.stopPlayInEditor();
28
+ // Wait a bit for PIE to fully stop
29
+ await new Promise(resolve => setTimeout(resolve, 500));
30
+ }
31
+ }
32
+ async playInEditor() {
33
+ try {
34
+ // Set tick rate to match UI play (60 fps for game mode)
35
+ await this.bridge.executeConsoleCommand('t.MaxFPS 60');
36
+ // Try Python first using the modern LevelEditorSubsystem
37
+ try {
38
+ // Use LevelEditorSubsystem to play in the selected viewport (modern API)
39
+ const pythonCmd = `
40
+ import unreal, time, json
41
+ # Start PIE using LevelEditorSubsystem (modern approach)
42
+ les = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
43
+ if les:
44
+ # Store initial state
45
+ was_playing = les.is_in_play_in_editor()
46
+
47
+ # Request PIE in the current viewport
48
+ les.editor_play_simulate()
49
+
50
+ # Wait for PIE to start with multiple checks
51
+ max_attempts = 10
52
+ for i in range(max_attempts):
53
+ time.sleep(0.2) # Wait 200ms between checks
54
+ is_playing = les.is_in_play_in_editor()
55
+ if is_playing and not was_playing:
56
+ # PIE has started
57
+ print('RESULT:' + json.dumps({'success': True, 'method': 'LevelEditorSubsystem'}))
58
+ break
59
+ else:
60
+ # If we've waited 2 seconds total and PIE hasn't started,
61
+ # but the command was sent, assume it will start
62
+ print('RESULT:' + json.dumps({'success': True, 'method': 'LevelEditorSubsystem'}))
63
+ else:
64
+ # If subsystem not available, report error
65
+ print('RESULT:' + json.dumps({'success': False, 'error': 'LevelEditorSubsystem not available'}))
66
+ `.trim();
67
+ const resp = await this.bridge.executePython(pythonCmd);
68
+ const out = typeof resp === 'string' ? resp : JSON.stringify(resp);
69
+ const m = out.match(/RESULT:({.*})/);
70
+ if (m) {
71
+ try {
72
+ const parsed = JSON.parse(m[1]);
73
+ if (parsed.success) {
74
+ const method = parsed.method || 'LevelEditorSubsystem';
75
+ return { success: true, message: `PIE started (via ${method})` };
76
+ }
77
+ }
78
+ catch {
79
+ try {
80
+ // Fallback: handle non-JSON python dict-style output
81
+ const sanitized = m[1].replace(/'/g, '"').replace(/\bTrue\b/g, 'true').replace(/\bFalse\b/g, 'false');
82
+ const parsed = JSON.parse(sanitized);
83
+ if (parsed.success) {
84
+ const method = parsed.method || 'LevelEditorSubsystem';
85
+ return { success: true, message: `PIE started (via ${method})` };
86
+ }
87
+ }
88
+ catch { }
89
+ }
90
+ }
91
+ // If not verified, fall through to fallback
92
+ }
93
+ catch (err) {
94
+ // Log the error for debugging but continue
95
+ console.error('Python PIE start issue:', err);
96
+ }
97
+ // Fallback to console command which is more reliable
98
+ await this.bridge.executeConsoleCommand('PlayInViewport');
99
+ // Wait a moment and verify PIE started
100
+ await new Promise(resolve => setTimeout(resolve, 1000));
101
+ // Check if PIE is now active
102
+ const isPlaying = await this.isInPIE();
103
+ return {
104
+ success: true,
105
+ message: isPlaying ? 'PIE started successfully' : 'PIE start command sent (may take a moment)'
106
+ };
107
+ }
108
+ catch (err) {
109
+ return { success: false, error: `Failed to start PIE: ${err}` };
110
+ }
111
+ }
112
+ async stopPlayInEditor() {
113
+ try {
114
+ // Try Python first using the modern LevelEditorSubsystem
115
+ try {
116
+ const pythonCmd = `
117
+ import unreal, time, json
118
+ les = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
119
+ if les:
120
+ # Use correct method name for stopping PIE
121
+ les.editor_request_end_play() # Modern API method
122
+ print('RESULT:' + json.dumps({'success': True, 'method': 'LevelEditorSubsystem'}))
123
+ else:
124
+ # If subsystem not available, report error
125
+ print('RESULT:' + json.dumps({'success': False, 'error': 'LevelEditorSubsystem not available'}))
126
+ `.trim();
127
+ const resp = await this.bridge.executePython(pythonCmd);
128
+ const out = typeof resp === 'string' ? resp : JSON.stringify(resp);
129
+ const m = out.match(/RESULT:({.*})/);
130
+ if (m) {
131
+ try {
132
+ const parsed = JSON.parse(m[1].replace(/'/g, '"'));
133
+ if (parsed.success) {
134
+ const method = parsed.method || 'LevelEditorSubsystem';
135
+ return { success: true, message: `PIE stopped via ${method}` };
136
+ }
137
+ }
138
+ catch { }
139
+ }
140
+ // Default success message if parsing fails
141
+ return { success: true, message: 'PIE stopped successfully' };
142
+ }
143
+ catch {
144
+ // Fallback to console command
145
+ await this.bridge.executeConsoleCommand('stop');
146
+ return { success: true, message: 'PIE stopped via console command' };
147
+ }
148
+ }
149
+ catch (err) {
150
+ return { success: false, error: `Failed to stop PIE: ${err}` };
151
+ }
152
+ }
153
+ async pausePlayInEditor() {
154
+ try {
155
+ // Pause/Resume PIE
156
+ await this.bridge.httpCall('/remote/object/call', 'PUT', {
157
+ objectPath: '/Script/Engine.Default__KismetSystemLibrary',
158
+ functionName: 'ExecuteConsoleCommand',
159
+ parameters: {
160
+ WorldContextObject: null,
161
+ Command: 'pause',
162
+ SpecificPlayer: null
163
+ },
164
+ generateTransaction: false
165
+ });
166
+ return { success: true, message: 'PIE paused/resumed' };
167
+ }
168
+ catch (err) {
169
+ return { success: false, error: `Failed to pause PIE: ${err}` };
170
+ }
171
+ }
172
+ // Alias for consistency with naming convention
173
+ async pauseInEditor() {
174
+ return this.pausePlayInEditor();
175
+ }
176
+ async buildLighting() {
177
+ try {
178
+ // Use modern LevelEditorSubsystem to build lighting
179
+ const py = `
180
+ import unreal
181
+ import json
182
+ try:
183
+ # Use modern LevelEditorSubsystem API
184
+ les = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
185
+ if les:
186
+ # build_light_maps(quality, with_reflection_captures)
187
+ les.build_light_maps(unreal.LightingBuildQuality.QUALITY_HIGH, True)
188
+ print('RESULT:' + json.dumps({'success': True, 'message': 'Lighting build started via LevelEditorSubsystem'}))
189
+ else:
190
+ # If subsystem not available, report error
191
+ print('RESULT:' + json.dumps({'success': False, 'error': 'LevelEditorSubsystem not available'}))
192
+ except Exception as e:
193
+ print('RESULT:' + json.dumps({'success': False, 'error': str(e)}))
194
+ `.trim();
195
+ const resp = await this.bridge.executePython(py);
196
+ const out = typeof resp === 'string' ? resp : JSON.stringify(resp);
197
+ const m = out.match(/RESULT:({.*})/);
198
+ if (m) {
199
+ try {
200
+ const parsed = JSON.parse(m[1].replace(/'/g, '"'));
201
+ return parsed.success ? { success: true, message: parsed.message } : { success: false, error: parsed.error };
202
+ }
203
+ catch { }
204
+ }
205
+ return { success: true, message: 'Lighting build started' };
206
+ }
207
+ catch (err) {
208
+ return { success: false, error: `Failed to build lighting: ${err}` };
209
+ }
210
+ }
211
+ async setViewportCamera(location, rotation) {
212
+ // Special handling for when both location and rotation are missing/invalid
213
+ // Allow rotation-only updates
214
+ if (location === null) {
215
+ // Explicit null is not allowed for location
216
+ throw new Error('Invalid location: null is not allowed');
217
+ }
218
+ if (location !== undefined && location !== null) {
219
+ const locObj = toVec3Object(location);
220
+ if (!locObj) {
221
+ throw new Error('Invalid location: must be {x,y,z} or [x,y,z]');
222
+ }
223
+ // Clamp extreme values to reasonable limits for Unreal Engine
224
+ const MAX_COORD = 1000000; // 1 million units is a reasonable max for UE
225
+ locObj.x = Math.max(-MAX_COORD, Math.min(MAX_COORD, locObj.x));
226
+ locObj.y = Math.max(-MAX_COORD, Math.min(MAX_COORD, locObj.y));
227
+ locObj.z = Math.max(-MAX_COORD, Math.min(MAX_COORD, locObj.z));
228
+ location = locObj;
229
+ }
230
+ // Validate rotation if provided
231
+ if (rotation !== undefined) {
232
+ if (rotation === null) {
233
+ throw new Error('Invalid rotation: null is not allowed');
234
+ }
235
+ const rotObj = toRotObject(rotation);
236
+ if (!rotObj) {
237
+ throw new Error('Invalid rotation: must be {pitch,yaw,roll} or [pitch,yaw,roll]');
238
+ }
239
+ // Normalize rotation values to 0-360 range
240
+ rotObj.pitch = ((rotObj.pitch % 360) + 360) % 360;
241
+ rotObj.yaw = ((rotObj.yaw % 360) + 360) % 360;
242
+ rotObj.roll = ((rotObj.roll % 360) + 360) % 360;
243
+ rotation = rotObj;
244
+ }
245
+ try {
246
+ // Try Python for actual viewport camera positioning
247
+ // Only proceed if we have a valid location
248
+ if (location) {
249
+ try {
250
+ const rot = rotation || { pitch: 0, yaw: 0, roll: 0 };
251
+ const pythonCmd = `
252
+ import unreal
253
+ # Use UnrealEditorSubsystem instead of deprecated EditorLevelLibrary
254
+ ues = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)
255
+ les = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
256
+ location = unreal.Vector(${location.x}, ${location.y}, ${location.z})
257
+ rotation = unreal.Rotator(${rot.pitch}, ${rot.yaw}, ${rot.roll})
258
+ if ues:
259
+ ues.set_level_viewport_camera_info(location, rotation)
260
+ # Invalidate viewports to ensure visual update
261
+ try:
262
+ if les:
263
+ les.editor_invalidate_viewports()
264
+ except Exception:
265
+ pass
266
+ `.trim();
267
+ await this.bridge.executePython(pythonCmd);
268
+ return {
269
+ success: true,
270
+ message: 'Viewport camera positioned via UnrealEditorSubsystem'
271
+ };
272
+ }
273
+ catch {
274
+ // Fallback to camera speed control
275
+ await this.bridge.executeConsoleCommand('camspeed 4');
276
+ return {
277
+ success: true,
278
+ message: 'Camera speed set. Use debug camera (toggledebugcamera) for manual positioning'
279
+ };
280
+ }
281
+ }
282
+ else if (rotation) {
283
+ // Only rotation provided, try to set just rotation
284
+ try {
285
+ const pythonCmd = `
286
+ import unreal
287
+ # Use UnrealEditorSubsystem to read/write viewport camera
288
+ ues = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)
289
+ les = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
290
+ rotation = unreal.Rotator(${rotation.pitch}, ${rotation.yaw}, ${rotation.roll})
291
+ if ues:
292
+ info = ues.get_level_viewport_camera_info()
293
+ if info is not None:
294
+ current_location, _ = info
295
+ ues.set_level_viewport_camera_info(current_location, rotation)
296
+ try:
297
+ if les:
298
+ les.editor_invalidate_viewports()
299
+ except Exception:
300
+ pass
301
+ `.trim();
302
+ await this.bridge.executePython(pythonCmd);
303
+ return {
304
+ success: true,
305
+ message: 'Viewport camera rotation set via UnrealEditorSubsystem'
306
+ };
307
+ }
308
+ catch {
309
+ // Fallback
310
+ return {
311
+ success: true,
312
+ message: 'Camera rotation update attempted'
313
+ };
314
+ }
315
+ }
316
+ else {
317
+ // Neither location nor rotation provided - this is valid, just no-op
318
+ return {
319
+ success: true,
320
+ message: 'No camera changes requested'
321
+ };
322
+ }
323
+ }
324
+ catch (err) {
325
+ return { success: false, error: `Failed to set camera: ${err}` };
326
+ }
327
+ }
328
+ async setCameraSpeed(speed) {
329
+ try {
330
+ await this.bridge.httpCall('/remote/object/call', 'PUT', {
331
+ objectPath: '/Script/Engine.Default__KismetSystemLibrary',
332
+ functionName: 'ExecuteConsoleCommand',
333
+ parameters: {
334
+ WorldContextObject: null,
335
+ Command: `camspeed ${speed}`,
336
+ SpecificPlayer: null
337
+ },
338
+ generateTransaction: false
339
+ });
340
+ return { success: true, message: `Camera speed set to ${speed}` };
341
+ }
342
+ catch (err) {
343
+ return { success: false, error: `Failed to set camera speed: ${err}` };
344
+ }
345
+ }
346
+ async setFOV(fov) {
347
+ try {
348
+ await this.bridge.httpCall('/remote/object/call', 'PUT', {
349
+ objectPath: '/Script/Engine.Default__KismetSystemLibrary',
350
+ functionName: 'ExecuteConsoleCommand',
351
+ parameters: {
352
+ WorldContextObject: null,
353
+ Command: `fov ${fov}`,
354
+ SpecificPlayer: null
355
+ },
356
+ generateTransaction: false
357
+ });
358
+ return { success: true, message: `FOV set to ${fov}` };
359
+ }
360
+ catch (err) {
361
+ return { success: false, error: `Failed to set FOV: ${err}` };
362
+ }
363
+ }
364
+ }
365
+ //# sourceMappingURL=editor.js.map
@@ -0,0 +1,30 @@
1
+ import { UnrealBridge } from '../unreal-bridge.js';
2
+ export declare class EngineTools {
3
+ private bridge;
4
+ private env;
5
+ constructor(bridge: UnrealBridge);
6
+ launchEditor(params?: {
7
+ editorExe?: string;
8
+ projectPath?: string;
9
+ }): Promise<{
10
+ success: boolean;
11
+ error: string;
12
+ pid?: undefined;
13
+ message?: undefined;
14
+ } | {
15
+ success: boolean;
16
+ pid: number | undefined;
17
+ message: string;
18
+ error?: undefined;
19
+ }>;
20
+ quitEditor(): Promise<{
21
+ success: boolean;
22
+ message: string;
23
+ error?: undefined;
24
+ } | {
25
+ success: boolean;
26
+ error: string;
27
+ message?: undefined;
28
+ }>;
29
+ }
30
+ //# sourceMappingURL=engine.d.ts.map
@@ -0,0 +1,36 @@
1
+ import { loadEnv } from '../types/env.js';
2
+ import { spawn } from 'child_process';
3
+ export class EngineTools {
4
+ bridge;
5
+ env = loadEnv();
6
+ constructor(bridge) {
7
+ this.bridge = bridge;
8
+ }
9
+ async launchEditor(params) {
10
+ const exe = params?.editorExe || this.env.UE_EDITOR_EXE;
11
+ const proj = params?.projectPath || this.env.UE_PROJECT_PATH;
12
+ if (!exe)
13
+ return { success: false, error: 'UE_EDITOR_EXE not set and editorExe not provided' };
14
+ if (!proj)
15
+ return { success: false, error: 'UE_PROJECT_PATH not set and projectPath not provided' };
16
+ try {
17
+ const child = spawn(exe, [proj], { detached: true, stdio: 'ignore' });
18
+ child.unref();
19
+ return { success: true, pid: child.pid, message: 'Editor launch requested' };
20
+ }
21
+ catch (err) {
22
+ return { success: false, error: String(err?.message || err) };
23
+ }
24
+ }
25
+ async quitEditor() {
26
+ try {
27
+ // Use Python SystemLibrary.quit_editor if available
28
+ await this.bridge.executePython('import unreal; unreal.SystemLibrary.quit_editor()');
29
+ return { success: true, message: 'Quit command sent' };
30
+ }
31
+ catch (err) {
32
+ return { success: false, error: String(err?.message || err) };
33
+ }
34
+ }
35
+ }
36
+ //# sourceMappingURL=engine.js.map
@@ -0,0 +1,155 @@
1
+ import { UnrealBridge } from '../unreal-bridge.js';
2
+ export declare class FoliageTools {
3
+ private bridge;
4
+ constructor(bridge: UnrealBridge);
5
+ addFoliageType(params: {
6
+ name: string;
7
+ meshPath: string;
8
+ density?: number;
9
+ radius?: number;
10
+ minScale?: number;
11
+ maxScale?: number;
12
+ alignToNormal?: boolean;
13
+ randomYaw?: boolean;
14
+ groundSlope?: number;
15
+ }): Promise<{
16
+ success: boolean;
17
+ error: any;
18
+ created?: undefined;
19
+ exists?: undefined;
20
+ method?: undefined;
21
+ assetPath?: undefined;
22
+ usedMesh?: undefined;
23
+ note?: undefined;
24
+ message?: undefined;
25
+ } | {
26
+ success: boolean;
27
+ created: any;
28
+ exists: any;
29
+ method: any;
30
+ assetPath: any;
31
+ usedMesh: any;
32
+ note: any;
33
+ message: string;
34
+ error?: undefined;
35
+ }>;
36
+ paintFoliage(params: {
37
+ foliageType: string;
38
+ position: [number, number, number];
39
+ brushSize?: number;
40
+ paintDensity?: number;
41
+ eraseMode?: boolean;
42
+ }): Promise<{
43
+ success: boolean;
44
+ error: any;
45
+ added?: undefined;
46
+ actor?: undefined;
47
+ component?: undefined;
48
+ usedMesh?: undefined;
49
+ note?: undefined;
50
+ message?: undefined;
51
+ } | {
52
+ success: boolean;
53
+ added: any;
54
+ actor: any;
55
+ component: any;
56
+ usedMesh: any;
57
+ note: any;
58
+ message: string;
59
+ error?: undefined;
60
+ }>;
61
+ createInstancedMesh(params: {
62
+ name: string;
63
+ meshPath: string;
64
+ instances: Array<{
65
+ position: [number, number, number];
66
+ rotation?: [number, number, number];
67
+ scale?: [number, number, number];
68
+ }>;
69
+ enableCulling?: boolean;
70
+ cullDistance?: number;
71
+ }): Promise<{
72
+ success: boolean;
73
+ message: string;
74
+ }>;
75
+ setFoliageLOD(params: {
76
+ foliageType: string;
77
+ lodDistances?: number[];
78
+ screenSize?: number[];
79
+ }): Promise<{
80
+ success: boolean;
81
+ message: string;
82
+ }>;
83
+ createProceduralFoliage(params: {
84
+ volumeName: string;
85
+ position: [number, number, number];
86
+ size: [number, number, number];
87
+ foliageTypes: string[];
88
+ seed?: number;
89
+ tileSize?: number;
90
+ }): Promise<{
91
+ success: boolean;
92
+ message: string;
93
+ }>;
94
+ setFoliageCollision(params: {
95
+ foliageType: string;
96
+ collisionEnabled?: boolean;
97
+ collisionProfile?: string;
98
+ generateOverlapEvents?: boolean;
99
+ }): Promise<{
100
+ success: boolean;
101
+ message: string;
102
+ }>;
103
+ createGrassSystem(params: {
104
+ name: string;
105
+ grassTypes: Array<{
106
+ meshPath: string;
107
+ density: number;
108
+ minScale?: number;
109
+ maxScale?: number;
110
+ }>;
111
+ windStrength?: number;
112
+ windSpeed?: number;
113
+ }): Promise<{
114
+ success: boolean;
115
+ message: string;
116
+ }>;
117
+ removeFoliageInstances(params: {
118
+ foliageType: string;
119
+ position: [number, number, number];
120
+ radius: number;
121
+ }): Promise<any>;
122
+ selectFoliageInstances(params: {
123
+ foliageType: string;
124
+ position?: [number, number, number];
125
+ radius?: number;
126
+ selectAll?: boolean;
127
+ }): Promise<any>;
128
+ updateFoliageInstances(params: {
129
+ foliageType: string;
130
+ updateTransforms?: boolean;
131
+ updateMesh?: boolean;
132
+ newMeshPath?: string;
133
+ }): Promise<{
134
+ success: boolean;
135
+ message: string;
136
+ }>;
137
+ createFoliageSpawner(params: {
138
+ name: string;
139
+ spawnArea: 'Landscape' | 'StaticMesh' | 'BSP' | 'Foliage' | 'All';
140
+ excludeAreas?: Array<[number, number, number, number]>;
141
+ }): Promise<{
142
+ success: boolean;
143
+ message: string;
144
+ }>;
145
+ optimizeFoliage(params: {
146
+ mergeInstances?: boolean;
147
+ generateClusters?: boolean;
148
+ clusterSize?: number;
149
+ reduceDrawCalls?: boolean;
150
+ }): Promise<{
151
+ success: boolean;
152
+ message: string;
153
+ }>;
154
+ }
155
+ //# sourceMappingURL=foliage.d.ts.map