unreal-engine-mcp-server 0.3.1 → 0.4.3

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 (144) hide show
  1. package/.env.production +1 -1
  2. package/.github/copilot-instructions.md +45 -0
  3. package/.github/workflows/publish-mcp.yml +1 -1
  4. package/README.md +22 -7
  5. package/dist/index.js +137 -46
  6. package/dist/prompts/index.d.ts +10 -3
  7. package/dist/prompts/index.js +186 -7
  8. package/dist/resources/actors.d.ts +19 -1
  9. package/dist/resources/actors.js +55 -64
  10. package/dist/resources/assets.d.ts +3 -2
  11. package/dist/resources/assets.js +117 -109
  12. package/dist/resources/levels.d.ts +21 -3
  13. package/dist/resources/levels.js +31 -56
  14. package/dist/tools/actors.d.ts +3 -14
  15. package/dist/tools/actors.js +246 -302
  16. package/dist/tools/animation.d.ts +57 -102
  17. package/dist/tools/animation.js +429 -450
  18. package/dist/tools/assets.d.ts +13 -2
  19. package/dist/tools/assets.js +58 -46
  20. package/dist/tools/audio.d.ts +22 -13
  21. package/dist/tools/audio.js +467 -121
  22. package/dist/tools/blueprint.d.ts +32 -13
  23. package/dist/tools/blueprint.js +699 -448
  24. package/dist/tools/build_environment_advanced.d.ts +0 -1
  25. package/dist/tools/build_environment_advanced.js +236 -87
  26. package/dist/tools/consolidated-tool-definitions.d.ts +232 -15
  27. package/dist/tools/consolidated-tool-definitions.js +124 -255
  28. package/dist/tools/consolidated-tool-handlers.js +749 -766
  29. package/dist/tools/debug.d.ts +72 -10
  30. package/dist/tools/debug.js +170 -36
  31. package/dist/tools/editor.d.ts +9 -2
  32. package/dist/tools/editor.js +30 -44
  33. package/dist/tools/foliage.d.ts +34 -15
  34. package/dist/tools/foliage.js +97 -107
  35. package/dist/tools/introspection.js +19 -21
  36. package/dist/tools/landscape.d.ts +1 -2
  37. package/dist/tools/landscape.js +311 -168
  38. package/dist/tools/level.d.ts +3 -28
  39. package/dist/tools/level.js +642 -192
  40. package/dist/tools/lighting.d.ts +14 -3
  41. package/dist/tools/lighting.js +236 -123
  42. package/dist/tools/materials.d.ts +25 -7
  43. package/dist/tools/materials.js +102 -79
  44. package/dist/tools/niagara.d.ts +10 -12
  45. package/dist/tools/niagara.js +74 -94
  46. package/dist/tools/performance.d.ts +12 -4
  47. package/dist/tools/performance.js +38 -79
  48. package/dist/tools/physics.d.ts +34 -10
  49. package/dist/tools/physics.js +364 -292
  50. package/dist/tools/rc.js +98 -24
  51. package/dist/tools/sequence.d.ts +1 -0
  52. package/dist/tools/sequence.js +146 -24
  53. package/dist/tools/ui.d.ts +31 -4
  54. package/dist/tools/ui.js +83 -66
  55. package/dist/tools/visual.d.ts +11 -0
  56. package/dist/tools/visual.js +245 -30
  57. package/dist/types/tool-types.d.ts +0 -6
  58. package/dist/types/tool-types.js +1 -8
  59. package/dist/unreal-bridge.d.ts +32 -2
  60. package/dist/unreal-bridge.js +621 -127
  61. package/dist/utils/elicitation.d.ts +57 -0
  62. package/dist/utils/elicitation.js +104 -0
  63. package/dist/utils/error-handler.d.ts +0 -33
  64. package/dist/utils/error-handler.js +4 -111
  65. package/dist/utils/http.d.ts +2 -22
  66. package/dist/utils/http.js +12 -75
  67. package/dist/utils/normalize.d.ts +4 -4
  68. package/dist/utils/normalize.js +15 -7
  69. package/dist/utils/python-output.d.ts +18 -0
  70. package/dist/utils/python-output.js +290 -0
  71. package/dist/utils/python.d.ts +2 -0
  72. package/dist/utils/python.js +4 -0
  73. package/dist/utils/response-validator.d.ts +6 -1
  74. package/dist/utils/response-validator.js +66 -13
  75. package/dist/utils/result-helpers.d.ts +27 -0
  76. package/dist/utils/result-helpers.js +147 -0
  77. package/dist/utils/safe-json.d.ts +0 -2
  78. package/dist/utils/safe-json.js +0 -43
  79. package/dist/utils/validation.d.ts +16 -0
  80. package/dist/utils/validation.js +70 -7
  81. package/mcp-config-example.json +2 -2
  82. package/package.json +11 -10
  83. package/server.json +37 -14
  84. package/src/index.ts +146 -50
  85. package/src/prompts/index.ts +211 -13
  86. package/src/resources/actors.ts +59 -44
  87. package/src/resources/assets.ts +123 -102
  88. package/src/resources/levels.ts +37 -47
  89. package/src/tools/actors.ts +269 -313
  90. package/src/tools/animation.ts +556 -539
  91. package/src/tools/assets.ts +59 -45
  92. package/src/tools/audio.ts +507 -113
  93. package/src/tools/blueprint.ts +778 -462
  94. package/src/tools/build_environment_advanced.ts +312 -106
  95. package/src/tools/consolidated-tool-definitions.ts +136 -267
  96. package/src/tools/consolidated-tool-handlers.ts +871 -795
  97. package/src/tools/debug.ts +179 -38
  98. package/src/tools/editor.ts +35 -37
  99. package/src/tools/foliage.ts +110 -104
  100. package/src/tools/introspection.ts +24 -22
  101. package/src/tools/landscape.ts +334 -181
  102. package/src/tools/level.ts +683 -182
  103. package/src/tools/lighting.ts +244 -123
  104. package/src/tools/materials.ts +114 -83
  105. package/src/tools/niagara.ts +87 -81
  106. package/src/tools/performance.ts +49 -88
  107. package/src/tools/physics.ts +393 -299
  108. package/src/tools/rc.ts +103 -25
  109. package/src/tools/sequence.ts +157 -30
  110. package/src/tools/ui.ts +101 -70
  111. package/src/tools/visual.ts +250 -29
  112. package/src/types/tool-types.ts +0 -9
  113. package/src/unreal-bridge.ts +658 -140
  114. package/src/utils/elicitation.ts +129 -0
  115. package/src/utils/error-handler.ts +4 -159
  116. package/src/utils/http.ts +16 -115
  117. package/src/utils/normalize.ts +20 -10
  118. package/src/utils/python-output.ts +351 -0
  119. package/src/utils/python.ts +3 -0
  120. package/src/utils/response-validator.ts +68 -17
  121. package/src/utils/result-helpers.ts +193 -0
  122. package/src/utils/safe-json.ts +0 -50
  123. package/src/utils/validation.ts +94 -7
  124. package/tests/run-unreal-tool-tests.mjs +720 -0
  125. package/tsconfig.json +2 -2
  126. package/dist/python-utils.d.ts +0 -29
  127. package/dist/python-utils.js +0 -54
  128. package/dist/tools/tool-definitions.d.ts +0 -4919
  129. package/dist/tools/tool-definitions.js +0 -1065
  130. package/dist/tools/tool-handlers.d.ts +0 -47
  131. package/dist/tools/tool-handlers.js +0 -863
  132. package/dist/types/index.d.ts +0 -323
  133. package/dist/types/index.js +0 -28
  134. package/dist/utils/cache-manager.d.ts +0 -64
  135. package/dist/utils/cache-manager.js +0 -176
  136. package/dist/utils/errors.d.ts +0 -133
  137. package/dist/utils/errors.js +0 -256
  138. package/src/python/editor_compat.py +0 -181
  139. package/src/python-utils.ts +0 -57
  140. package/src/tools/tool-definitions.ts +0 -1081
  141. package/src/tools/tool-handlers.ts +0 -973
  142. package/src/types/index.ts +0 -414
  143. package/src/utils/cache-manager.ts +0 -213
  144. package/src/utils/errors.ts +0 -312
@@ -1,37 +1,216 @@
1
+ function clampChoice(value, choices, fallback) {
2
+ if (typeof value === 'string') {
3
+ const normalized = value.toLowerCase();
4
+ if (choices.includes(normalized)) {
5
+ return normalized;
6
+ }
7
+ }
8
+ return fallback;
9
+ }
10
+ function coerceNumber(value, fallback, min, max) {
11
+ const num = typeof value === 'number' ? value : Number(value);
12
+ if (!Number.isFinite(num)) {
13
+ return fallback;
14
+ }
15
+ if (min !== undefined && num < min) {
16
+ return min;
17
+ }
18
+ if (max !== undefined && num > max) {
19
+ return max;
20
+ }
21
+ return num;
22
+ }
23
+ function formatVector(value) {
24
+ if (!value || typeof value !== 'object') {
25
+ return null;
26
+ }
27
+ const vector = value;
28
+ const x = typeof vector.x === 'number' ? vector.x : Number(vector.x);
29
+ const y = typeof vector.y === 'number' ? vector.y : Number(vector.y);
30
+ const z = typeof vector.z === 'number' ? vector.z : Number(vector.z);
31
+ if ([x, y, z].some((component) => !Number.isFinite(component))) {
32
+ return null;
33
+ }
34
+ return `${x.toFixed(2)}, ${y.toFixed(2)}, ${z.toFixed(2)}`;
35
+ }
1
36
  export const prompts = [
2
37
  {
3
38
  name: 'setup_three_point_lighting',
4
- description: 'Set up a basic three-point lighting rig around the current camera focus',
39
+ description: 'Author a cinematic three-point lighting rig aligned to the active camera focus.',
5
40
  arguments: {
6
41
  intensity: {
7
42
  type: 'string',
8
43
  enum: ['low', 'medium', 'high'],
9
44
  default: 'medium',
10
- description: 'Light intensity level'
45
+ description: 'Overall lighting mood. Low = dramatic contrast, high = bright key light.'
11
46
  }
47
+ },
48
+ build: (args) => {
49
+ const intensity = clampChoice(args.intensity, ['low', 'medium', 'high'], 'medium');
50
+ const moodHints = {
51
+ low: 'gentle key with strong contrast and subtle rim highlights',
52
+ medium: 'balanced key/fill ratio for natural coverage',
53
+ high: 'bright key with energetic fill and crisp rim separation'
54
+ };
55
+ const text = `Configure a three-point lighting rig around the current cinematic focus.
56
+
57
+ Tasks:
58
+ - Position a key light roughly 45° off-axis at eye level. Target the subject center and tune intensity for ${intensity} output (${moodHints[intensity]}).
59
+ - Add a fill light on the opposite side with wider spread and softened shadows to control contrast.
60
+ - Place a rim/back light to outline silhouettes and separate the subject from the background.
61
+ - Ensure all lights use physically plausible color temperature, enable shadow casting where helpful, and adjust attenuation to avoid spill.
62
+ - Once balanced, report the final intensity values, color temperatures, and any blockers encountered.`;
63
+ return [{
64
+ role: 'user',
65
+ content: { type: 'text', text }
66
+ }];
12
67
  }
13
68
  },
14
69
  {
15
70
  name: 'create_fps_controller',
16
- description: 'Create a first-person shooter character controller',
71
+ description: 'Spin up a first-person controller blueprint with input mappings, collision, and starter movement.',
17
72
  arguments: {
18
73
  spawnLocation: {
19
- type: 'object',
20
- description: 'Location to spawn the controller',
74
+ type: 'vector',
75
+ description: 'Optional XYZ spawn position for the player pawn.',
21
76
  required: false
22
77
  }
78
+ },
79
+ build: (args) => {
80
+ const spawnVector = formatVector(args.spawnLocation);
81
+ const spawnLine = spawnVector ? `Spawn the pawn at world coordinates (${spawnVector}).` : 'Spawn the pawn at a safe default player start or the origin.';
82
+ const text = `Build a First Person Character blueprint with:
83
+ - Camera + arms mesh, basic WASD input, jump, crouch, and sprint bindings using Enhanced Input.
84
+ - Proper collision capsule sizing for a 180cm tall human.
85
+ - Momentum-preserving air control with configurable acceleration and friction.
86
+ - A configurable base turn rate with mouse sensitivity scaling.
87
+ - Serialized defaults for walking speed (600 uu/s) and sprint speed (900 uu/s).
88
+ - Expose key movement settings as editable defaults.
89
+ - ${spawnLine}
90
+
91
+ Finish by compiling, saving, and summarizing the created blueprint path plus the mapped input actions.`;
92
+ return [{
93
+ role: 'user',
94
+ content: { type: 'text', text }
95
+ }];
23
96
  }
24
97
  },
25
98
  {
26
99
  name: 'setup_post_processing',
27
- description: 'Configure post-processing volume with cinematic settings',
100
+ description: 'Author a post-process volume tuned to a named cinematic grade.',
28
101
  arguments: {
29
102
  style: {
30
103
  type: 'string',
31
104
  enum: ['cinematic', 'realistic', 'stylized', 'noir'],
32
105
  default: 'cinematic',
33
- description: 'Visual style preset'
106
+ description: 'Look preset to emphasize color grading and tone-mapping style.'
107
+ }
108
+ },
109
+ build: (args) => {
110
+ const style = clampChoice(args.style, ['cinematic', 'realistic', 'stylized', 'noir'], 'cinematic');
111
+ const styleNotes = {
112
+ cinematic: 'filmic tonemapper, gentle bloom, warm highlights, cool shadows, slight vignette',
113
+ realistic: 'minimal grading, accurate white balance, restrained bloom, detail-preserving sharpening',
114
+ stylized: 'bold saturation shifts, custom color LUT, exaggerated contrast, selective bloom',
115
+ noir: 'monochrome conversion, strong contrast curve, subtle film grain, heavy vignette'
116
+ };
117
+ const text = `Create a global post-process volume with priority over level defaults.
118
+ - Apply the "${style}" look: ${styleNotes[style]}.
119
+ - Configure tone mapping, exposure, bloom, chromatic aberration, and LUTs as required.
120
+ - Ensure the volume is unbound unless level-specific constraints apply.
121
+ - Provide sanity checks for HDR output and keep auto-exposure transitions smooth.
122
+ - Summarize all modified settings with their final numeric values or asset references.`;
123
+ return [{
124
+ role: 'user',
125
+ content: { type: 'text', text }
126
+ }];
127
+ }
128
+ },
129
+ {
130
+ name: 'setup_dynamic_day_night_cycle',
131
+ description: 'Create or update a Blueprint to drive a dynamic day/night cycle with optional weather hooks.',
132
+ arguments: {
133
+ startTime: {
134
+ type: 'string',
135
+ enum: ['dawn', 'noon', 'dusk', 'midnight'],
136
+ default: 'dawn',
137
+ description: 'Initial lighting state for the cycle.'
138
+ },
139
+ transitionMinutes: {
140
+ type: 'number',
141
+ default: 5,
142
+ description: 'Game-time minutes to blend between major lighting states.'
143
+ },
144
+ enableWeather: {
145
+ type: 'boolean',
146
+ default: false,
147
+ description: 'Whether to expose hooks for weather-driven sky adjustments.'
148
+ }
149
+ },
150
+ build: (args) => {
151
+ const startTime = clampChoice(args.startTime, ['dawn', 'noon', 'dusk', 'midnight'], 'dawn');
152
+ const transitionMinutes = coerceNumber(args.transitionMinutes, 5, 1, 60);
153
+ const enableWeather = Boolean(args.enableWeather);
154
+ const weatherLine = enableWeather
155
+ ? '- Expose interfaces for cloud opacity, precipitation-driven skylight updates, and lightning flashes.'
156
+ : '- Weather hooks are disabled; keep the blueprint lean';
157
+ const text = `Implement a Blueprint-based day/night cycle manager.
158
+ - Start the sequence at ${startTime} lighting.
159
+ - Advance sun rotation, skylight captures, fog, and sky atmosphere continuously with ${transitionMinutes} minute blends between key states.
160
+ - Sync directional light intensity/color with real-world sun elevation and inject moonlight at night.
161
+ - ${weatherLine}.
162
+ - Provide editor controls for time-of-day multiplier and manual overrides.
163
+ - Document the generated blueprint path and exposed parameters.`;
164
+ return [{
165
+ role: 'user',
166
+ content: { type: 'text', text }
167
+ }];
168
+ }
169
+ },
170
+ {
171
+ name: 'design_cinematic_camera_move',
172
+ description: 'Author a sequencer shot with a polished camera move and easing markers.',
173
+ arguments: {
174
+ durationSeconds: {
175
+ type: 'number',
176
+ default: 6,
177
+ description: 'Shot duration in seconds.'
178
+ },
179
+ moveStyle: {
180
+ type: 'string',
181
+ enum: ['push_in', 'orbit', 'tracking', 'crane'],
182
+ default: 'push_in',
183
+ description: 'Camera move archetype to emphasize.'
184
+ },
185
+ focusTarget: {
186
+ type: 'string',
187
+ description: 'Optional actor or component name to keep in focus.',
188
+ required: false
34
189
  }
190
+ },
191
+ build: (args) => {
192
+ const duration = coerceNumber(args.durationSeconds, 6, 2, 30);
193
+ const moveStyle = clampChoice(args.moveStyle, ['push_in', 'orbit', 'tracking', 'crane'], 'push_in');
194
+ const focusLine = typeof args.focusTarget === 'string' && args.focusTarget.trim().length > 0
195
+ ? `Lock focus distance on "${args.focusTarget}" and animate depth of field pulls if necessary.`
196
+ : 'Pick the most prominent subject in frame and maintain crisp focus throughout the move.';
197
+ const moveHints = {
198
+ push_in: 'Ease-in push toward the subject with gentle camera roll stabilization.',
199
+ orbit: '360° orbit with consistent parallax and a tracked look-at target.',
200
+ tracking: 'Match the subject velocity along a spline with smoothed acceleration.',
201
+ crane: 'Combine vertical rise with lateral drift for a reveal shot.'
202
+ };
203
+ const text = `In Sequencer, author a ${duration.toFixed(1)} second cinematic shot.
204
+ - Movement style: ${moveStyle} (${moveHints[moveStyle]}).
205
+ - Key auto-exposure, camera focal length, and focal distance for a premium look.
206
+ - Add ease-in/ease-out tangents at shot boundaries to avoid abrupt starts/stops.
207
+ - ${focusLine}
208
+ - Annotate the timeline with intent markers (intro beat, climax, resolve).
209
+ - Render a preview range and summarize the created assets.`;
210
+ return [{
211
+ role: 'user',
212
+ content: { type: 'text', text }
213
+ }];
35
214
  }
36
215
  }
37
216
  ];
@@ -7,7 +7,25 @@ export declare class ActorResources {
7
7
  private getFromCache;
8
8
  private setCache;
9
9
  listActors(): Promise<any>;
10
- getActorByName(actorName: string): Promise<any>;
10
+ getActorByName(actorName: string): Promise<{
11
+ success: true;
12
+ name: string;
13
+ path: string | undefined;
14
+ class: string | undefined;
15
+ error?: undefined;
16
+ } | {
17
+ success: false;
18
+ error: string;
19
+ name?: undefined;
20
+ path?: undefined;
21
+ class?: undefined;
22
+ } | {
23
+ error: string;
24
+ success?: undefined;
25
+ name?: undefined;
26
+ path?: undefined;
27
+ class?: undefined;
28
+ }>;
11
29
  getActorTransform(actorPath: string): Promise<any>;
12
30
  }
13
31
  //# sourceMappingURL=actors.d.ts.map
@@ -1,3 +1,4 @@
1
+ import { bestEffortInterpretedText, coerceNumber, coerceString, interpretStandardResult } from '../utils/result-helpers.js';
1
2
  export class ActorResources {
2
3
  bridge;
3
4
  cache = new Map();
@@ -41,64 +42,27 @@ for actor in actors:
41
42
  pass
42
43
  print('RESULT:' + json.dumps({'success': True, 'count': len(actor_list), 'actors': actor_list}))
43
44
  `.trim();
44
- const resp = await this.bridge.executePythonWithResult(pythonCode);
45
- if (resp && typeof resp === 'object' && resp.success === true && Array.isArray(resp.actors)) {
46
- this.setCache('listActors', resp);
47
- return resp;
48
- }
49
- // Fallback manual extraction with bracket matching
50
- const raw = await this.bridge.executePython(pythonCode);
51
- let output = '';
52
- if (raw?.LogOutput && Array.isArray(raw.LogOutput))
53
- output = raw.LogOutput.map((l) => l.Output || '').join('');
54
- else if (typeof raw === 'string')
55
- output = raw;
56
- else
57
- output = JSON.stringify(raw);
58
- const marker = 'RESULT:';
59
- const idx = output.lastIndexOf(marker);
60
- if (idx !== -1) {
61
- let i = idx + marker.length;
62
- while (i < output.length && output[i] !== '{')
63
- i++;
64
- if (i < output.length) {
65
- let depth = 0, inStr = false, esc = false, j = i;
66
- for (; j < output.length; j++) {
67
- const ch = output[j];
68
- if (esc) {
69
- esc = false;
70
- continue;
71
- }
72
- if (ch === '\\') {
73
- esc = true;
74
- continue;
75
- }
76
- if (ch === '"') {
77
- inStr = !inStr;
78
- continue;
79
- }
80
- if (!inStr) {
81
- if (ch === '{')
82
- depth++;
83
- else if (ch === '}') {
84
- depth--;
85
- if (depth === 0) {
86
- j++;
87
- break;
88
- }
89
- }
90
- }
91
- }
92
- const jsonStr = output.slice(i, j);
93
- try {
94
- const parsed = JSON.parse(jsonStr);
95
- this.setCache('listActors', parsed);
96
- return parsed;
97
- }
98
- catch { }
99
- }
45
+ const response = await this.bridge.executePython(pythonCode);
46
+ const interpreted = interpretStandardResult(response, {
47
+ successMessage: 'Retrieved actor list',
48
+ failureMessage: 'Failed to retrieve actor list'
49
+ });
50
+ if (interpreted.success && Array.isArray(interpreted.payload.actors)) {
51
+ const actors = interpreted.payload.actors;
52
+ const count = coerceNumber(interpreted.payload.count) ?? actors.length;
53
+ const payload = {
54
+ success: true,
55
+ count,
56
+ actors
57
+ };
58
+ this.setCache('listActors', payload);
59
+ return payload;
100
60
  }
101
- return { success: false, error: 'Failed to parse actors list' };
61
+ return {
62
+ success: false,
63
+ error: coerceString(interpreted.payload.error) ?? interpreted.error ?? 'Failed to parse actors list',
64
+ note: bestEffortInterpretedText(interpreted)
65
+ };
102
66
  }
103
67
  catch (err) {
104
68
  return { success: false, error: `Failed to list actors: ${err}` };
@@ -109,17 +73,44 @@ print('RESULT:' + json.dumps({'success': True, 'count': len(actor_list), 'actors
109
73
  try {
110
74
  const pythonCode = `
111
75
  import unreal
76
+ import json
77
+
112
78
  actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
113
- actors = actor_subsystem.get_all_level_actors()
79
+ actors = actor_subsystem.get_all_level_actors() if actor_subsystem else []
80
+
81
+ found = None
114
82
  for actor in actors:
115
- if actor and actor.get_name() == "${actorName}":
116
- print(f"Found actor: {actor.get_path_name()}")
83
+ if actor and actor.get_name() == ${JSON.stringify(actorName)}:
84
+ found = {
85
+ 'success': True,
86
+ 'name': actor.get_name(),
87
+ 'path': actor.get_path_name(),
88
+ 'class': actor.get_class().get_name()
89
+ }
117
90
  break
118
- else:
119
- print(f"Actor not found: ${actorName}")
91
+
92
+ if not found:
93
+ found = {'success': False, 'error': f"Actor not found: {actorName}"}
94
+
95
+ print('RESULT:' + json.dumps(found))
120
96
  `.trim();
121
- const result = await this.bridge.executePython(pythonCode);
122
- return result;
97
+ const response = await this.bridge.executePython(pythonCode);
98
+ const interpreted = interpretStandardResult(response, {
99
+ successMessage: `Actor resolved: ${actorName}`,
100
+ failureMessage: `Actor not found: ${actorName}`
101
+ });
102
+ if (interpreted.success) {
103
+ return {
104
+ success: true,
105
+ name: coerceString(interpreted.payload.name) ?? actorName,
106
+ path: coerceString(interpreted.payload.path),
107
+ class: coerceString(interpreted.payload.class)
108
+ };
109
+ }
110
+ return {
111
+ success: false,
112
+ error: coerceString(interpreted.payload.error) ?? interpreted.error ?? `Actor not found: ${actorName}`
113
+ };
123
114
  }
124
115
  catch (err) {
125
116
  return { error: `Failed to get actor: ${err}` };
@@ -5,6 +5,7 @@ export declare class AssetResources {
5
5
  private cache;
6
6
  private get ttlMs();
7
7
  private makeKey;
8
+ private normalizeDir;
8
9
  list(dir?: string, _recursive?: boolean, limit?: number): Promise<any>;
9
10
  /**
10
11
  * List assets with pagination support
@@ -14,8 +15,8 @@ export declare class AssetResources {
14
15
  */
15
16
  listPaged(dir?: string, page?: number, pageSize?: number, recursive?: boolean): Promise<any>;
16
17
  /**
17
- * Directory-based listing for paths with too many assets
18
- * Shows only immediate children (folders and files) to avoid timeouts
18
+ * Directory-based listing of immediate children using AssetRegistry.
19
+ * Returns both subfolders and assets at the given path.
19
20
  */
20
21
  private listDirectoryOnly;
21
22
  find(assetPath: string): Promise<boolean>;