unreal-engine-mcp-server 0.6.0-beta-a → 0.6.0-beta-c
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.
- package/CHANGELOG.md +614 -3
- package/README.md +301 -390
- package/dist/automation/bridge-client.d.ts +0 -2
- package/dist/automation/bridge-client.js +38 -61
- package/dist/automation/bridge-config.d.ts +0 -6
- package/dist/automation/bridge-config.js +30 -113
- package/dist/automation/bridge-request-dispatcher.d.ts +3 -24
- package/dist/automation/bridge-request-dispatcher.js +19 -57
- package/dist/automation/bridge-state.d.ts +0 -2
- package/dist/automation/bridge-status.js +14 -20
- package/dist/automation/bridge.d.ts +2 -1
- package/dist/automation/bridge.js +21 -17
- package/dist/automation/capability-token-provider.d.ts +0 -1
- package/dist/automation/capability-token-provider.js +3 -12
- package/dist/automation/connection-lifecycle.d.ts +2 -9
- package/dist/automation/connection-lifecycle.js +1 -4
- package/dist/automation/connection-manager.d.ts +9 -10
- package/dist/automation/connection-manager.js +45 -83
- package/dist/automation/diagnostics-snapshot-reader.d.ts +67 -46
- package/dist/automation/diagnostics-snapshot-reader.js +44 -143
- package/dist/automation/dispatcher.test-support.d.ts +9 -0
- package/dist/automation/dispatcher.test-support.js +26 -0
- package/dist/automation/handshake.d.ts +2 -3
- package/dist/automation/handshake.js +37 -35
- package/dist/automation/log-redaction.d.ts +0 -1
- package/dist/automation/log-redaction.js +0 -4
- package/dist/automation/message-handler.d.ts +0 -1
- package/dist/automation/message-handler.js +3 -129
- package/dist/automation/message-schema.d.ts +7 -33
- package/dist/automation/message-schema.js +21 -22
- package/dist/automation/request-correlation.d.ts +6 -16
- package/dist/automation/request-correlation.js +29 -107
- package/dist/automation/request-tracker.d.ts +1 -7
- package/dist/automation/request-tracker.js +3 -57
- package/dist/automation/socket.test-support.d.ts +9 -0
- package/dist/automation/socket.test-support.js +55 -0
- package/dist/automation/types.d.ts +21 -22
- package/dist/cli.js +10 -29
- package/dist/config.d.ts +2 -12
- package/dist/config.js +20 -26
- package/dist/constants.d.ts +4 -1
- package/dist/constants.js +2 -1
- package/dist/gateway/gateway-manifest.d.ts +4 -1
- package/dist/gateway/{gateway-manifest.generated.js → gateway-manifest.generated.json} +4325 -2317
- package/dist/gateway/gateway-manifest.js +2 -1
- package/dist/handlers/resource-handlers.d.ts +16 -10
- package/dist/handlers/resource-handlers.js +125 -133
- package/dist/index.d.ts +0 -46
- package/dist/index.js +1 -23
- package/dist/proxy/native-proxy.d.ts +12 -0
- package/dist/proxy/native-proxy.js +252 -0
- package/dist/resources/actors.d.ts +1 -37
- package/dist/resources/actors.js +17 -123
- package/dist/resources/assets.d.ts +5 -55
- package/dist/resources/assets.js +35 -212
- package/dist/resources/capability-resources.d.ts +2 -6
- package/dist/resources/capability-resources.js +2 -1
- package/dist/resources/editor-state-resources.js +3 -5
- package/dist/resources/knowledge-resources.d.ts +5 -23
- package/dist/resources/knowledge-resources.js +13 -69
- package/dist/resources/resource-catalog.js +2 -8
- package/dist/resources/resource-errors.d.ts +0 -3
- package/dist/resources/resource-errors.js +7 -8
- package/dist/resources/resource-read-router.d.ts +1 -4
- package/dist/resources/resource-read-router.js +3 -14
- package/dist/resources/resources.test-support.d.ts +5 -0
- package/dist/resources/resources.test-support.js +7 -0
- package/dist/server/gateway/gateway-availability.d.ts +1 -6
- package/dist/server/gateway/gateway-availability.js +3 -22
- package/dist/server/gateway/gateway-capability-index.d.ts +2 -0
- package/dist/server/gateway/gateway-capability-index.js +8 -3
- package/dist/server/gateway/gateway-capability-view.d.ts +1 -0
- package/dist/server/gateway/gateway-capability-view.js +10 -7
- package/dist/server/gateway/gateway-describe-capability.js +3 -1
- package/dist/server/gateway/gateway-describe.js +8 -10
- package/dist/server/gateway/gateway-dispatch-by.d.ts +11 -1
- package/dist/server/gateway/gateway-dispatch-by.js +35 -12
- package/dist/server/gateway/gateway-execute-dispatch.d.ts +14 -2
- package/dist/server/gateway/gateway-execute-dispatch.js +66 -23
- package/dist/server/gateway/gateway-execute-envelope.js +1 -4
- package/dist/server/gateway/gateway-execute-idempotency.js +3 -14
- package/dist/server/gateway/gateway-execute-lookup.d.ts +5 -2
- package/dist/server/gateway/gateway-execute-lookup.js +12 -66
- package/dist/server/gateway/gateway-execute-policy.d.ts +1 -1
- package/dist/server/gateway/gateway-execute-policy.js +1 -4
- package/dist/server/gateway/gateway-execute-resolve.d.ts +0 -12
- package/dist/server/gateway/gateway-execute-resolve.js +0 -42
- package/dist/server/gateway/gateway-execute-static-check.d.ts +2 -1
- package/dist/server/gateway/gateway-execute-static-check.js +22 -38
- package/dist/server/gateway/gateway-execute.d.ts +1 -0
- package/dist/server/gateway/gateway-execute.js +40 -24
- package/dist/server/gateway/gateway-guidance.d.ts +6 -0
- package/dist/server/gateway/gateway-guidance.js +20 -0
- package/dist/server/gateway/gateway-option-validate.d.ts +1 -6
- package/dist/server/gateway/gateway-option-validate.js +6 -49
- package/dist/server/gateway/gateway-schema-validate.js +18 -10
- package/dist/server/gateway/gateway-search.js +0 -4
- package/dist/server/gateway/gateway-shared.d.ts +2 -3
- package/dist/server/gateway/gateway-shared.js +2 -18
- package/dist/server/gateway/idempotency-ledger.d.ts +0 -2
- package/dist/server/gateway/idempotency-ledger.js +0 -19
- package/dist/server/mcp-primitives/completions.d.ts +11 -0
- package/dist/server/mcp-primitives/completions.js +103 -0
- package/dist/server/mcp-primitives/primitive-wiring.d.ts +10 -4
- package/dist/server/mcp-primitives/primitive-wiring.js +28 -87
- package/dist/server/mcp-primitives/prompts.d.ts +43 -0
- package/dist/server/mcp-primitives/{prompts/workflow-prompts.js → prompts.js} +64 -22
- package/dist/server/mcp-primitives/resource-revision.d.ts +3 -14
- package/dist/server/mcp-primitives/resource-revision.js +6 -42
- package/dist/server/server-factory.d.ts +0 -4
- package/dist/server/server-factory.js +7 -66
- package/dist/server/stdio-lifecycle.js +14 -92
- package/dist/server/tool-registry-gateway.d.ts +0 -3
- package/dist/server/tool-registry-gateway.js +3 -8
- package/dist/server/tool-registry-manage-tools.d.ts +0 -11
- package/dist/server/tool-registry-manage-tools.js +26 -98
- package/dist/server/tool-registry.d.ts +1 -12
- package/dist/server/tool-registry.js +30 -157
- package/dist/server-setup.d.ts +0 -3
- package/dist/server-setup.js +5 -22
- package/dist/services/health-monitor.d.ts +1 -7
- package/dist/services/health-monitor.js +7 -40
- package/dist/services/telemetry/prometheus-exposition.d.ts +1 -2
- package/dist/services/telemetry/prometheus-exposition.js +7 -7
- package/dist/services/telemetry-registry.d.ts +49 -18
- package/dist/services/telemetry-registry.js +10 -47
- package/dist/tools/catalog/capabilities/capability-record.test-support.d.ts +0 -54
- package/dist/tools/catalog/capabilities/capability-record.test-support.js +2 -20
- package/dist/tools/catalog/capabilities/catalog-schema.d.ts +23 -152
- package/dist/tools/catalog/capabilities/constants.d.ts +0 -10
- package/dist/tools/catalog/capabilities/constants.js +0 -35
- package/dist/tools/catalog/capabilities/generated/canonical-registry.generated.d.ts +2 -5543
- package/dist/tools/catalog/capabilities/generated/canonical-registry.generated.js +4 -118214
- package/dist/tools/catalog/capabilities/generated/canonical-registry.generated.json +93220 -0
- package/dist/tools/catalog/capabilities/generated/capability-cost-index.generated.d.ts +1 -1
- package/dist/tools/catalog/capabilities/generated/capability-cost-index.generated.js +103 -152
- package/dist/tools/catalog/capabilities/generated/parent-tool-definitions.generated.js +6781 -2326
- package/dist/tools/catalog/capabilities/json-schema.js +1 -1
- package/dist/tools/catalog/capabilities/model.d.ts +11 -60
- package/dist/tools/catalog/capabilities/parser.d.ts +0 -1
- package/dist/tools/catalog/capabilities/parser.js +6 -9
- package/dist/tools/catalog/capabilities/record-fields.d.ts +10 -211
- package/dist/tools/catalog/capabilities/record-fields.js +21 -164
- package/dist/tools/catalog/capabilities/record-folding.js +12 -1
- package/dist/tools/catalog/capabilities/record-schema.d.ts +33 -291
- package/dist/tools/catalog/capabilities/record-schema.js +2 -2
- package/dist/tools/catalog/capabilities/records/aggregate.d.ts +1 -2
- package/dist/tools/catalog/capabilities/records/aggregate.js +51 -14
- package/dist/tools/catalog/capabilities/records/build-environment/atmosphere.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/build-environment/atmosphere.data.js +56 -47
- package/dist/tools/catalog/capabilities/records/build-environment/foliage.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/build-environment/foliage.data.js +59 -69
- package/dist/tools/catalog/capabilities/records/build-environment/helpers.d.ts +7 -31
- package/dist/tools/catalog/capabilities/records/build-environment/helpers.js +2 -67
- package/dist/tools/catalog/capabilities/records/build-environment/index.d.ts +2 -3
- package/dist/tools/catalog/capabilities/records/build-environment/index.js +1 -2
- package/dist/tools/catalog/capabilities/records/build-environment/landscape.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/build-environment/landscape.data.js +45 -81
- package/dist/tools/catalog/capabilities/records/build-environment/lighting.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/build-environment/lighting.data.js +73 -78
- package/dist/tools/catalog/capabilities/records/build-environment/procedural.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/build-environment/procedural.data.js +14 -20
- package/dist/tools/catalog/capabilities/records/build-environment/properties.d.ts +34 -7
- package/dist/tools/catalog/capabilities/records/build-environment/properties.js +54 -11
- package/dist/tools/catalog/capabilities/records/build-environment/render-postprocess.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/build-environment/render-postprocess.data.js +18 -15
- package/dist/tools/catalog/capabilities/records/build-environment/render-raytrace.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/build-environment/render-raytrace.data.js +27 -21
- package/dist/tools/catalog/capabilities/records/build-environment/render-screen.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/build-environment/render-screen.data.js +21 -13
- package/dist/tools/catalog/capabilities/records/build-environment/spline.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/build-environment/spline.data.js +57 -71
- package/dist/tools/catalog/capabilities/records/build-environment/water.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/build-environment/water.data.js +27 -27
- package/dist/tools/catalog/capabilities/records/build-environment/weather.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/build-environment/weather.data.js +17 -17
- package/dist/tools/catalog/capabilities/records/compensation.d.ts +3 -0
- package/dist/tools/catalog/capabilities/records/compensation.js +15 -0
- package/dist/tools/catalog/capabilities/records/control-actor/advanced-records.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-actor/advanced-records.js +24 -70
- package/dist/tools/catalog/capabilities/records/control-actor/component-records.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-actor/component-records.js +22 -71
- package/dist/tools/catalog/capabilities/records/control-actor/index.d.ts +1 -3
- package/dist/tools/catalog/capabilities/records/control-actor/index.js +1 -5
- package/dist/tools/catalog/capabilities/records/control-actor/properties.d.ts +10 -12
- package/dist/tools/catalog/capabilities/records/control-actor/properties.js +7 -21
- package/dist/tools/catalog/capabilities/records/control-actor/search-records.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-actor/search-records.js +158 -55
- package/dist/tools/catalog/capabilities/records/control-actor/spawn-records.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-actor/spawn-records.js +156 -70
- package/dist/tools/catalog/capabilities/records/control-actor/state-records.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-actor/state-records.js +55 -57
- package/dist/tools/catalog/capabilities/records/control-actor/transform-records.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-actor/transform-records.js +124 -73
- package/dist/tools/catalog/capabilities/records/control-editor/asset.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-editor/asset.js +18 -26
- package/dist/tools/catalog/capabilities/records/control-editor/bookmark.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-editor/bookmark.js +10 -17
- package/dist/tools/catalog/capabilities/records/control-editor/camera.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-editor/camera.js +18 -50
- package/dist/tools/catalog/capabilities/records/control-editor/command.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-editor/command.js +118 -39
- package/dist/tools/catalog/capabilities/records/control-editor/history.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-editor/history.js +2 -9
- package/dist/tools/catalog/capabilities/records/control-editor/index.d.ts +1 -3
- package/dist/tools/catalog/capabilities/records/control-editor/index.js +1 -5
- package/dist/tools/catalog/capabilities/records/control-editor/input.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-editor/input.js +21 -6
- package/dist/tools/catalog/capabilities/records/control-editor/properties.d.ts +8 -4
- package/dist/tools/catalog/capabilities/records/control-editor/properties.js +20 -16
- package/dist/tools/catalog/capabilities/records/control-editor/recording.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-editor/recording.js +4 -9
- package/dist/tools/catalog/capabilities/records/control-editor/screenshot.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-editor/screenshot.js +31 -29
- package/dist/tools/catalog/capabilities/records/control-editor/session.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-editor/session.js +57 -31
- package/dist/tools/catalog/capabilities/records/control-editor/timing.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-editor/timing.js +10 -19
- package/dist/tools/catalog/capabilities/records/control-editor/viewport.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/control-editor/viewport.js +9 -34
- package/dist/tools/catalog/capabilities/records/core/builder.d.ts +7 -11
- package/dist/tools/catalog/capabilities/records/core/builder.js +10 -53
- package/dist/tools/catalog/capabilities/records/folds/animation-physics.folds.js +19 -19
- package/dist/tools/catalog/capabilities/records/folds/build-environment.folds.js +18 -13
- package/dist/tools/catalog/capabilities/records/folds/control-actor.folds.js +17 -11
- package/dist/tools/catalog/capabilities/records/folds/control-editor.folds.js +17 -14
- package/dist/tools/catalog/capabilities/records/folds/inspect.folds.js +11 -5
- package/dist/tools/catalog/capabilities/records/folds/manage-ai.folds.js +10 -8
- package/dist/tools/catalog/capabilities/records/folds/manage-asset.folds.js +58 -40
- package/dist/tools/catalog/capabilities/records/folds/manage-audio.folds.js +21 -14
- package/dist/tools/catalog/capabilities/records/folds/manage-blueprint.folds.js +48 -47
- package/dist/tools/catalog/capabilities/records/folds/manage-character.folds.js +4 -11
- package/dist/tools/catalog/capabilities/records/folds/manage-combat.folds.js +11 -15
- package/dist/tools/catalog/capabilities/records/folds/manage-effect.folds.js +10 -9
- package/dist/tools/catalog/capabilities/records/folds/manage-gas.folds.js +10 -15
- package/dist/tools/catalog/capabilities/records/folds/manage-geometry.folds.js +17 -16
- package/dist/tools/catalog/capabilities/records/folds/manage-interaction.folds.js +4 -12
- package/dist/tools/catalog/capabilities/records/folds/manage-inventory.folds.js +9 -27
- package/dist/tools/catalog/capabilities/records/folds/manage-level-structure.folds.js +5 -5
- package/dist/tools/catalog/capabilities/records/folds/manage-level.folds.js +4 -4
- package/dist/tools/catalog/capabilities/records/folds/manage-networking.folds.js +24 -23
- package/dist/tools/catalog/capabilities/records/folds/manage-sequence.folds.js +14 -14
- package/dist/tools/catalog/capabilities/records/folds/system-control.folds.js +7 -4
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/animation-properties.js +30 -4
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/authoring-1.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/authoring-1.data.js +54 -38
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/authoring-2.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/authoring-2.data.js +91 -56
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/authoring-3.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/authoring-3.data.js +64 -52
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/index.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/skeleton-bone.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/skeleton-bone.data.js +14 -14
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/skeleton-physics-morph.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/skeleton-physics-morph.data.js +35 -20
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/skeleton-read-alias.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/skeleton-read-alias.data.js +29 -49
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/skeleton-socket-weight.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/skeleton-socket-weight.data.js +47 -32
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/skeleton.data.d.ts +1 -6
- package/dist/tools/catalog/capabilities/records/gameplay/animation-physics/skeleton.data.js +0 -1
- package/dist/tools/catalog/capabilities/records/gameplay/helpers.d.ts +7 -37
- package/dist/tools/catalog/capabilities/records/gameplay/helpers.js +2 -83
- package/dist/tools/catalog/capabilities/records/gameplay/manage-ai/add-actions.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/manage-ai/add-actions.data.js +21 -18
- package/dist/tools/catalog/capabilities/records/gameplay/manage-ai/builder.d.ts +1 -3
- package/dist/tools/catalog/capabilities/records/gameplay/manage-ai/builder.js +1 -4
- package/dist/tools/catalog/capabilities/records/gameplay/manage-ai/configure-actions.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/manage-ai/configure-actions.data.js +23 -19
- package/dist/tools/catalog/capabilities/records/gameplay/manage-ai/create-read-actions.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/manage-ai/create-read-actions.data.js +29 -26
- package/dist/tools/catalog/capabilities/records/gameplay/manage-ai/properties-navigation.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/manage-ai/properties.d.ts +1 -2
- package/dist/tools/catalog/capabilities/records/gameplay/manage-ai/properties.js +0 -1
- package/dist/tools/catalog/capabilities/records/gameplay/manage-ai/records.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/manage-ai/set-actions.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/manage-ai/set-actions.data.js +27 -21
- package/dist/tools/catalog/capabilities/records/gameplay/manage-character/character-1.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/manage-character/character-1.data.js +30 -35
- package/dist/tools/catalog/capabilities/records/gameplay/manage-character/character-2.data.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/manage-character/character-2.data.js +7 -55
- package/dist/tools/catalog/capabilities/records/gameplay/manage-character/character-3.data.d.ts +3 -0
- package/dist/tools/catalog/capabilities/records/gameplay/manage-character/character-3.data.js +73 -0
- package/dist/tools/catalog/capabilities/records/gameplay/manage-character/character.props.js +35 -25
- package/dist/tools/catalog/capabilities/records/gameplay/manage-character/index.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/manage-character/index.js +2 -0
- package/dist/tools/catalog/capabilities/records/gameplay/manage-combat/combat-properties.d.ts +1 -83
- package/dist/tools/catalog/capabilities/records/gameplay/manage-combat/combat-properties.js +0 -82
- package/dist/tools/catalog/capabilities/records/gameplay/manage-combat/combat.data.d.ts +3 -0
- package/dist/tools/catalog/capabilities/records/gameplay/manage-combat/combat.data.js +92 -0
- package/dist/tools/catalog/capabilities/records/gameplay/manage-combat/index.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/manage-combat/index.js +2 -10
- package/dist/tools/catalog/capabilities/records/gameplay/manage-effect/effect-properties.js +18 -36
- package/dist/tools/catalog/capabilities/records/gameplay/manage-effect/effect.data.d.ts +3 -0
- package/dist/tools/catalog/capabilities/records/gameplay/manage-effect/effect.data.js +334 -0
- package/dist/tools/catalog/capabilities/records/gameplay/manage-effect/index.d.ts +1 -1
- package/dist/tools/catalog/capabilities/records/gameplay/manage-effect/index.js +2 -6
- package/dist/tools/catalog/capabilities/records/gameplay/manage-gas/gas.data.d.ts +1 -1
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- package/dist/utils/responses/error-handler.d.ts.map +0 -1
- package/dist/utils/responses/error-handler.js +0 -64
- package/dist/utils/responses/error-handler.js.map +0 -1
- package/dist/utils/responses/response-content.d.ts.map +0 -1
- package/dist/utils/responses/response-content.js.map +0 -1
- package/dist/utils/responses/response-factory.d.ts +0 -14
- package/dist/utils/responses/response-factory.d.ts.map +0 -1
- package/dist/utils/responses/response-factory.js +0 -49
- package/dist/utils/responses/response-factory.js.map +0 -1
- package/dist/utils/responses/response-validator.d.ts.map +0 -1
- package/dist/utils/responses/response-validator.js.map +0 -1
- package/dist/utils/responses/result-helpers.d.ts +0 -3
- package/dist/utils/responses/result-helpers.d.ts.map +0 -1
- package/dist/utils/responses/result-helpers.js +0 -20
- package/dist/utils/responses/result-helpers.js.map +0 -1
- package/dist/utils/serialization/ordering.d.ts.map +0 -1
- package/dist/utils/serialization/ordering.js.map +0 -1
- package/dist/utils/serialization/safe-json.d.ts.map +0 -1
- package/dist/utils/serialization/safe-json.js.map +0 -1
- package/dist/utils/validation/type-coercion.d.ts +0 -23
- package/dist/utils/validation/type-coercion.d.ts.map +0 -1
- package/dist/utils/validation/type-coercion.js +0 -128
- package/dist/utils/validation/type-coercion.js.map +0 -1
- package/dist/utils/validation/type-guards.d.ts.map +0 -1
- package/dist/utils/validation/type-guards.js.map +0 -1
- package/dist/utils/validation/validation.d.ts.map +0 -1
- package/dist/utils/validation/validation.js.map +0 -1
- /package/dist/{tools/orchestration → utils/responses}/automation-frame-normalization.d.ts +0 -0
package/CHANGELOG.md
CHANGED
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@@ -13,6 +13,617 @@ _Nothing yet._
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## 🏷️ [0.6.0-beta-c] - 2026-10-02
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> [!NOTE]
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> **Beta.** Published as a semver prerelease (`0.6.0-beta-c`) under the npm `beta` dist-tag, so `npm install` keeps serving the newest stable release, **`0.5.30`**. This section is everything on `dev` since the `v0.6.0-beta-b` tag, written from the code diff.
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> [!IMPORTANT]
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> ### 🔍 The editor checks its own work, and long calls stay alive
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> Spawns, Blueprint component edits and mesh conversions measure where the result landed and name what is sunk, buried, floating or z-fighting; `sample_motion` plays and times a game over game time without the OS cursor; and a call that runs past the client's time limit answers that it is still running instead of failing. New one-call authoring covers smooth SDF shapes, polygon cages, text textures, whole widget layouts, palettes of material instances and several properties at once; Epic's 5.8 editor toolsets run behind the gateway's scopes and consent, and Fab imports run in the background. Contract changes are listed under **⚠️ Migration**.
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<details>
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<summary><b>✨ Added</b></summary>
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- **`server/discover` answers on both transports.** The MCP 2026-07-28 discovery method (missing, it failed six conformance checks in #614) returns the protocol versions `initialize` negotiates, the same capabilities, instructions and server identity, and an hour-long public cache hint, with no session or handshake. The 2026-07-28 revision itself is not served, so a client on it falls back to `initialize`.
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- **Epic's 5.8 editor toolsets run through the gateway, behind its scopes and consent.** `control_editor.list_editor_toolsets` lists the tools of Epic's Toolset Registry (StateTree, PCG, GAS, Niagara, UMG, MVVM and more, as their plugins are enabled), each with an effect judged from its name, or returns one tool's input schema (`toolName`). `call_editor_tool` runs one and answers with its output; a tool named for deleting or resetting is refused with `DESTRUCTIVE_EDITOR_TOOL` and runs through `call_editor_tool_destructive` (destructive scope, elevated consent), and a tool that would run scripts or console code is never called (`EDITOR_TOOL_BLOCKED`), nor is any tool of `ConfigSettingsToolset`, which writes any settings section, this bridge's own included (project settings stay on `system_control`). Before 5.8 they answer `EDITOR_TOOLSETS_UNAVAILABLE`.
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- **`inspect.raycast_mesh` finds a mesh's surface.** Up to 256 rays at a static mesh asset in its own local space answer with the point each one meets, the surface normal (facing back along the ray), the material slot and the rotation a decal needs to print upright there, from the source triangles (full detail on a Nanite mesh), with no placed actor or collision. A part, print or decal can be put exactly on a curved surface.
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- **Text becomes a texture.** `create_texture` with `kind: "text"` (`create_text_texture`) draws words with any Font asset and face (`fontFamily`, `typeface`, default Roboto Bold), `letterSpacing`, `justification` and `padding`, at the largest font size whose lines (letter spacing included) fit the texture, in `color` over `backgroundColor` (default transparent, so the alpha channel is the text mask). The reply lists the font's faces and the pixel box the letters cover; a face the font lacks is refused with the faces it has.
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- **A palette of material instances takes one consent.** `create_material_instance` `instances` (up to 64 `{name, parentMaterial, savePath, parameters, save}`) makes each one as a single call would, with the call's own `parentMaterial`, `savePath` and `save` as every entry's defaults; the reply lists each under `instances` with `created`, and the call fails naming any that were not made. Seven instances of one parent took seven describes and seven consents. Retuning them is one consent too: `set_material_parameter` `assets` (up to 64 `{assetPath, parameters}` or `{assetPath, parameterName, value}`) writes each as a single call would and the receipt lists every instance it changed.
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- **A whole widget layout is one call.** `add_panel_widget` `widgetKind: widget_tree` builds a nested `tree` of panels, borders, text, images and bars with their looks (size, face, letter spacing, outline and shadow on text; rounded corners and an outline on a border) and their slots, refuses an unknown field instead of ignoring it, and lists every widget it made. A HUD cost an add call per widget and a style call per look.
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- **Every material slot of an actor in one call.** `set_material` `materials` puts entry i into slot i (`""` leaves a slot alone) in one undo step: an SDF part with six slots took six calls.
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- **Several properties in one call.** `set_property` `properties` (`{name or dotted path: value}`) writes each as a single call would and reports them under `properties`; `get_property` `propertyNames` reads several, answering `properties` and naming any that do not resolve under `missingProperties`.
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- **`spawn` takes a mesh path alone.** The handler placed a mesh actor for a bare `meshPath`, but the schema refused the call without a class.
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- **A server and plugin from different releases say so, and name the fix.** The plugin reports its version in the bridge handshake; when it is not the server's (or a plugin too old to report one), the server logs a warning and every failed `execute` carries `versionMismatch`: both versions, the release page of the matching plugin, and the `npx -y unreal-engine-mcp-server@<plugin version>` pin that matches the server to the plugin instead.
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- **`unreal-engine-mcp-server proxy` keeps a native session across editor restarts.** A stdio server in front of the plugin's `/mcp` (`UNREAL_MCP_URL`, default `http://127.0.0.1:3000/mcp`): while the editor is down every call answers `NOT_CONNECTED`, and the first call after it is back opens a new upstream session and runs, so the client never reconnects. It sends the capability token the stdio server would find, relays progress notifications as they stream, and caches the editor's tool list and instructions (`UNREAL_MCP_PROXY_CACHE`) for sessions that start before the editor.
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- **`control_actor.sample_motion` watches an actor over game time in PIE.** It returns location, velocity and `propertyNames` (`"Component.Property"` ok) every `intervalSeconds` for `durationSeconds` (max 30 s, 400 samples) with `start`, `end`, `min`, `max` and `endedBecause` (`duration`, `realTimeCap`, `sampleCap`, `actorDestroyed`, `worldEnded`, `startWhenTimeout`); the editor world gives `NOT_SIMULATING`. `inputs` (up to 32 `{key, atSeconds, holdSeconds}`) press keys at game-time offsets, `startWhen` (`{actorName, propertyName, equals, waitForChange, maxWaitSeconds}`) holds the run until another actor's property takes the `equals` value, by default only by changing into it, `maxRealSeconds` (default 25, max 50) caps wall time; a `startWhen` that never fires, keys that did not move the pawn, or a game stepping 0.1 s or more per frame warn. A minimized editor (which runs PIE at about 3 fps) is put back on screen without taking focus first (`windowRestored`) and minimized again when the run ends, and the background CPU throttle is off for the run only (in memory, put back however the run ends). Also `get_transform`'s `motion` read.
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- **`control_actor.list` finds actors by place and kind.** `near` (`[x, y, z]` or `{x, y, z}`) sorts nearest first, then smaller bounds, and adds each row's `distance` to the actor's bounds; `radius` keeps those within it. `tag`, `className` (class or any parent, by name or path, `_C` optional) and `folder` (that folder and below, `"(none)"` for the root) filter, and every filter combines with `summary` and with each other; `propertyNames` reads `"Component.Property"`, unmatched names under `missingProperties`.
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- **`set_transform` moves by an offset.** `offset` `[dx, dy, dz]`, also per item in `actors`, moves relative to the current location; with `location` it is refused with `INVALID_ARGUMENT`.
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- **`control_actor.rename` renames an actor.** It sets the label (`INVALID_NAME` if refused) and, with `renameObject`, the object name too (made valid and unique); the reply has `oldLabel`, `label`, `oldObjectName`, `objectName` and `actorPath`.
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- **`audit_placement` finds z-fighting and `fix_coplanar` fixes it.** `audit_placement` reports `coplanarFaces` per finding (kind `coplanar`, `byKind.coplanar`, read from each mesh's LOD0 triangles, also for actors tagged `mcp.placement.ok`) and takes `kinds` to limit problem kinds. `fix_coplanar` moves each face `distance` (0.1-20, default 1) in up to 4 passes as one undo step (`dryRun` is one pass); parts of one Blueprint are fixed in the Blueprint itself (compiled and saved, every placed copy fixed; `blueprintsFixed`), and `skipped` holds only the pairs left alone, with a reason.
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- **`componentNames` narrows a component listing** on `control_actor` `get_components`, `inspect` `get_components` and `inspect_cdo`: it keeps the named components (case-insensitive) and lists misses under `missingComponents`. A mesh component's row names its `staticMesh` and `materials` on a world actor too, not only in a Blueprint.
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- **Every spawn says where the actor ended up.** `spawn`, `spawn_blueprint` and each `spawn_batch` row report what `set_transform` reports: `placementWarning` (sunk into the surface under it, floating, intersecting other actors or nothing below), `groundZ`, `groundClearance`, `overlappingActors` and `suggestedLocation`, where a mesh whose pivot is its bounds centre spawned half under the floor behind a bare success (`spawn_blueprint` never checked, and `spawn_batch` dropped what each item's spawn found). A batch measures each item after its tags, so `mcp.placement.ok` silences a deliberate placement; `placementWarnings` counts the flagged items (a warning is not a failure) and `report: "failures"` keeps them. `suggestedLocation` is the actor's own location raised by the depth it is sunk, whatever its pivot (it was the bounds centre, which moved a corner-pivot mesh sideways).
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- **Blueprint parts that sink into each other are named.** Every `edit_scs` edit that adds, moves, re-meshes, re-parents or sets a property on a component measures the mesh parts it touched against the rest of the actor, on their real triangles in a preview instance (the level is untouched), and returns `partWarnings` with a `warnings` sentence each: `kind` `buried` (inside `otherComponent`, with `depth` in cm and `insideShare`) or `sunk` (below a Character's capsule bottom). A rider's legs 12 cm inside his mount answered a plain success, because both parts belong to one actor. `convert_to_static_mesh` and `convert_to_nanite` onto an existing path check the loaded Blueprints that draw the replaced mesh the same way (`partWarnings` with `blueprintPath`), since a reshaped body buries whatever sat on it. `audit_placement` with `blueprintPath` lists every part of a Blueprint the same way (`minSeverity` is the tolerance, default 0.5 cm; the level filters `kinds`, `nameFilter` and `maxTilt` are refused there with `INVALID_ARGUMENT`), and a component tagged `mcp.placement.ok` (`ComponentTags`) is a deliberate embed and is left out; `mcp.placement.ok:<component>` accepts the embed in that one part only (a neck in its collar, a hand round a handle) and keeps every other check.
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- **`spawn_batch` names the actors it could not label.** `unnamedActors` lists the unique actor name of each item without `actorName`, in batch order (`""` for a failed one), under any report mode, and that item's `results[].name` is the unique name instead of the mesh label.
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- **The running game's objects have names.** During PIE, `GameInstance`, `GameMode`, `GameState`, `PlayerController`, `PlayerPawn`, `PlayerState` and `HUD` (any case) work as `objectPath` for `inspect` `get_property`/`set_property` and as `actorName` in every `control_actor` action that takes one (not `GameInstance`, which is no actor); a real actor of that name wins. A live widget goes by the name `simulate_input` `widget_list` reports (`WBP_HUD_C_0` or `WBP_HUD`), so its widgets read and write as property paths (`CoinBox.RenderTransform`).
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- **Class lookups take a Blueprint's short name.** `BP_Door` and `BP_Door_C` resolve to the Blueprint of that name (through the `/Game` asset registry when unloaded, also during play) for `find_by_class`, `spawn`, SCS, graph-node and widget creators and about 30 other actions.
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- **`control_actor` `find` asks which actors use an asset.** `findBy: mesh` (`meshPath`) lists the actors with a static mesh component, an instanced or foliage one too, that draws the mesh, and `findBy: material` (`materialPath`) the actors with a component using the material in any slot, an override or the mesh's own, looking through a dynamic instance made from it. Each row names the matching components (`instances` for an instanced one, `slots` for a material), `limit` (default 200, at most 1000) cuts a long list with `truncated` and `totalCount`, and a path that loads nothing is `MESH_NOT_FOUND` or `MATERIAL_NOT_FOUND`.
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- **`set_anim_graph_node_value` finds the node it was handed and stores what it was given.** `nodeName` takes the node's object name (`AnimGraphNode_SequencePlayer_0`) or its GUID (`nodeId` too, as `add_state` and `create_node` report it), looks in the AnimGraph and in the state machines and states under it, lists the nodes of a miss (`NODE_NOT_FOUND`) and the candidates of a title two nodes share (`AMBIGUOUS_NODE`; it took the first). A Sequence Player's `Sequence` (a Blend Space Player's `BlendSpace`) takes the animation's asset path through the node's own setter and fails when the node did not take it, and a setting of the node struct such as `PlayRate` is written where the node keeps it and read back in `value`; both answered success and stored nothing. `inspect_graph` `info: "node"` on an animation node now shows what it plays (`animationAsset`, `animationAssetClass`) and its editable `settings` (play rate, loop, start position ...), which its pins never showed; `graphName` is the AnimGraph or the state whose graph holds the node.
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- **`get_foliage_instances` counts by type.** `byType` (`[{foliageType, count}]`) and a total `count`; `summary` drops the instance list, `limit` caps it with `truncated`. A level with no foliage actor gives `count: 0` without `byType`. With one type, each instance's `scale` is `{x, y, z}` (it was the X axis alone as a number, so a non-uniform scale such as a tall thin tree read as uniform).
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- **`get_scs` finds every Blueprint with a kind of component.** A folder `path` plus `componentClass` (name, `/Script` path or parent such as `PrimitiveComponent`) scans up to 300 Blueprints (`scanned`, `blueprintCount`, `truncated`) for matching components, owned or inherited. `componentClass` also narrows one Blueprint's `components`/`inheritedComponents`, which now include parent Blueprints' components with their `ownerClass`, not only the native parent's defaults.
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- **`manage_blueprint` `get` reads a component's default.** `propertyName` `Component.Property` reads it from the SCS template or native parent (`CharacterMovement.JumpZVelocity`) instead of `PROPERTY_NOT_FOUND`, and a name that still misses lists the Blueprint's variables.
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- **`delete_node` removes many nodes at once.** `nodeIds` (1-500) are resolved first (`NODE_NOT_FOUND` lists misses, `PROTECTED_NODE` a function's entry or result node), then removed in one transaction and save; the reply has `removed` and `removedCount`.
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- **`edit_graph` `arrange_nodes` tidies a graph.** The listed `nodeIds` move beside the nodes they are wired to (right of what runs them, below-left of what reads them), each to the nearest free slot; the nodes left out stay put and anchor them, and a listed node with nothing to anchor it stays where it was (`unmoved`). The reply lists each move under `moved`.
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- **`set_property` can watch what a write sets off.** `watch` ({`propertyName`, `objectPath`, `durationSeconds`, `intervalSeconds`}) samples a property right after the write, in the same call, and the reply lists each value it took with its time: a HUD pop or fade runs on real time and is over before a later call could read it. The watched object passes the same reflection boundary as `get_property`, and a watch that does not resolve is refused before anything is written.
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- **A read-only pin takes a literal.** `set_pin_default_value` and `build_graph` `pinDefaults` on a const-reference pin create (or reuse) a `MakeLiteral` node wired into the pin and return `literalNodeId` instead of `PIN_REQUIRES_CONNECTION`. Text, string, name, bool, int, int64, byte (not enum) and real work; struct, enum and container pins still refuse, and deleting the target also removes its literals.
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- **`build_graph` declares functions, events and dispatchers.** A batch takes `add_function` (`functionName`, `inputs`, `outputs`, `pure`, `isPublic`; `$id` is the entry node, `$id_return` the return node; reply `nodeGuid`, `resultNodeGuid`), `add_event` and `add_event_dispatcher` (`dispatcherName`, `parameters [{name, type}]`), so members and graph go in one call; their names count as declared for the pre-check, and a function or event added earlier in the batch is found before any compile. `add_function` returns its GUIDs also for a function that already exists, and a member step lists its node's pins as a `create_node` step does (an event's parameters included); an `add_event` step that names no position takes a free slot like a created node instead of the graph origin. `create_node` also builds `CallDelegate` (`memberName`: a dispatcher), `Message` (`memberClass`: an interface, `memberName`: its function) and `AsyncTask` (`memberClass`: the async-action class, `memberName`: its static factory; event graphs only).
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- **`add_event` binds a component's or widget's event.** `componentName` with `eventName` finds inherited components, ones added since the last compile and, in a Widget Blueprint, widget variables (`{componentName: "CreditsButton", eventName: "OnClicked"}`); a non-assignable delegate gives `DELEGATE_NOT_ASSIGNABLE`, a miss lists known components, and `nodeGuid` finds the node.
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- **`inspect_graph` reads what an event does in one call.** `info: "node"` with `followExec` (1-50) adds `chain`: every node the exec wires leaving the node reach, depth-first (a Branch's then side before its else), each with `via` (the exec output that led there) and its inputs as values or `<- Title.Pin` sources.
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- **`rename_variable` renames components too.** The SCS node and its graph getters are renamed together (the reply says `kind` component or variable), and `newName` is checked by the editor's name validator (`NAME_CONFLICT`) for both; the release answered `NOT_FOUND` for a component.
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- **`describe` says which variants read each parameter.** A parameter read by only some variants of a folded family carries `variants`, on both doors' full and single-parameter describe (199 families; `add_content_widget` has 22). A path a handler reads under either spelling is declared by every variant (`assetPath`/`materialPath` on the material info reads and `compile_material`, `assetPath`/`systemPath`/`system` on `get_niagara_info`, `assetPath`/`systemPath` on the nine `edit_niagara_system` and the 21 `add_niagara_module` variants, `behaviorTreePath` beside `assetPath` on the `edit_behavior_tree` graph route), so no call is told it ignored the one it used, one of the two is what such a variant requires, and a bare `systemPath` on `get_niagara_info` reads the system instead of running `validate`. `get_tree` already declared both spellings on its one tree variant.
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- **A box child has a size rule.** `set_widget_layout` `set_size` on a HorizontalBox, VerticalBox or ScrollBox child takes `sizeRule` (`Auto` or `Fill`, any case) and `fillValue` (>= 0; alone means Fill), read back by `get_widget_info`/`get_widget_slot_info`; canvas children keep `size {x, y}` and refuse them.
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- **`set_widget_layout` `style` sets sounds, justification and fonts.** A Button takes `hoverSoundPath` and `pressSoundPath` (empty clears), text-layout widgets `justification` (`left`, `center`, `right`); other classes give `STYLE_FIELD_UNSUPPORTED`. A TextBlock also takes `fontFamily`, `typeface` (refused with the list of faces the font has), `letterSpacing` and `copyStyleFrom` (font, colour and shadow from another TextBlock).
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- **`reparent_widget` places the widget.** `index` (0 = first; the same parent reorders) sets the position, every shared slot property (padding, alignment, size, canvas layout) is kept, and a parent inside the widget's own subtree gives `INVALID_PARENT`. The reply returns `index` and the slot layout; a move no longer warns of a phantom duplicate.
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- **`duplicate_widget` copies a widget with its whole subtree.** Copies are named `<name>_Copy` (unique) unless `newName` names the top one, and go after the original, last under `newParent`, or at `index`. The reply has `slotName`, `newParent`, `index` and `copiedWidgets`.
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- **`preview_widget` returns a picture.** It draws the Widget Blueprint offscreen in design mode (`resolution` `WxH`, default 1280x720, project DPI scale) and returns `imageBase64` (PNG) with `width`, `height` and `sizeBytes`; the editor opens only with `openEditor: true`. It needs only the `Read` scope.
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- **`get_summary` says whether the level is saved.** Both readers (a level by path and `current_level`) add `unsaved` (also true for a dirty loaded World Partition actor package), `unsavedPackages` (first 100, levels first) and `unsavedPackageCount`; an unloaded level gets none.
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- **`save_all` can save just what you changed.** `assetPaths` saves only those packages and reports the rest as `leftDirtyCount`; omitted or empty still saves everything.
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- **`restart_editor` can close without relaunching.** `relaunch: false` ends PIE and closes under the same unsaved-package check; `discardUnsaved` marks dirty packages clean first so no save prompt opens. `validateOnly` reports the close case too.
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- **`move` and `rename` accept a folder.** As `sourcePath`, a folder moves every asset under it with sub-folders, fixes redirectors, deletes the emptied source and reopens an open level under it at the new path (`PIE_ACTIVE` and `UNSAVED_CHANGES` refuse).
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- **Deleting a folder is quick and says what it left.** `delete` removes a folder's assets in one engine pass (a 391-asset import took minutes with the editor frozen, past the client's timeout), and an asset it could not remove, unsaved ones included, is listed in `failedToDeletePaths` instead of counted as deleted.
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- **`exists` and `bulk_rename` take lists.** `exists` `assetPaths` answers `existsByPath` (path to bool) and `exists` (all present); `bulk_rename` `renames` (`[{sourcePath, newName}]`) renames each asset in one call, with missing sources or taken names under `skipped`.
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- **`maintain_content` `refresh_blueprints` refreshes many Blueprints.** It refreshes every node of each Blueprint under `folderPath` or `assetPaths`, then compiles and saves each; the reply has `refreshedCount`, `savedCount` and `compileErrors` (`COMPILE_FAILED` on any).
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- **`query_asset` searches text.** `lookup: "text"` (`find_text`) finds a string in Blueprint pin literals and comments (with `nodeId`), variable and component defaults, widget texts, DataTable rows, String Table entries and, with `includeLevel` (default true), the open level's actors; `caseSensitive` matches case. A reference to another asset matches by its path, so searching a sound's name finds the component that plays it. `search` and `by_tag` say how many assets they found ("No assets matched." instead of "Assets found.").
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- **`inspect_asset` lists what uses an asset.** `lookup: "dependencies"` with `referencers: true` returns the using packages under `referencers`. The dependencies list is sorted, and an object path (`Pkg.Asset`) is reduced to its package for both directions.
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- **A screenshot can start from a camera position and skip the disk.** `control_editor` `screenshot` in `editor_viewport` mode takes `location` and `rotation` to move the viewport camera first (while PIE runs, the ejected view; `PIE_VIEW_NOT_EJECTED` until the player is ejected). `keepFile: false` returns the image without writing `Saved/Screenshots` (refused with `returnBase64: false`); `mode` is an enum (`editor_viewport`, `game_viewport`, `full_editor_window`) with a description each, and `window` takes the list index as a number too (it was string only, so `{"window": 1}` failed `INVALID_PARAMETER_TYPE`). A reply says how many shader jobs were still compiling (`shadersCompiling`, with a warning above 0: after `scalability 2` the trees came out black and the ground the default material, and nothing said why), `waitForShaders: true` waits for the queue first (at most 25 s, without blocking the game thread; `shaderWait` reports the wait and the jobs left), and the `inspect` editor-state reads (`get_project_settings`, `get_editor_settings`, `get_world_settings`, `get_viewport_info`, `get_selected_actors`) carry the same count.
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79
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+
- **`configure_editor` `window` can minimize the editor.** `minimize: true` puts the main frame away without taking focus and turns the background CPU throttle back on (saved; `unthrottle` is ignored); the reply has `wasMinimized`, `minimized` (read back from the window), `restored` and `throttleOff`. A restore's `unthrottle` now lasts the editor session instead of being saved, so a later launch no longer runs flat out in the background. An editor launched with `-McpStartMinimized` puts itself away the same way as soon as its main window is on screen.
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80
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+
- **`system_control` lists and deletes its output files.** `list_output_files` pages newest first (`root`, `extension`, `limit` default 100 max 500, `offset`) with `total`, `returned`, `hasMore` and `nextOffset`; `delete_output_file` takes `path` or `paths`, answers per-path `results` (`PARTIAL_DELETE`) and names every deleted path in the receipt. Both stay inside `Saved/Screenshots`, `Saved/unreal-mcp`, `tmp/unreal-mcp` and `temp/unreal-mcp`.
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81
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+
- **`read_log` `filter` takes alternatives.** It splits on `|` and matches a line (message or category; for build, livecoding and previous sources also the file tail) containing any alternative, case-insensitively; plain text, not a regex. `source: "previous"` counts only the editor's own runs: the Fab browser's logs were counted too, so a `runsBack` could land on a browser log.
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82
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+
- **`create_nav_modifier` can spawn a volume.** Without `blueprintPath` it spawns a NavModifierVolume (`actorName`, `location`, `extent`, `areaClass`); with one it adds the component. `create_nav_modifier_component` takes `actorName` to add an instance component to a placed actor.
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83
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+
- **MetaSound graphs can be read and pruned (UE 5.5+).** `get_metasound_graph` returns nodes (`nodeId`, `name`, `className`, `kind`, inputs with literals, outputs), edges by pin name, `graphInputs` and `graphOutputs`. `edit_metasound` `remove_metasound_node` (`nodeId`/`nodeIds`, all-or-nothing; graph inputs and outputs refused) and `disconnect_metasound_nodes` (by target input, source output or exact pair) also run as `build_metasound` steps (`$id` ok in `nodeIds`).
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84
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+
- **`manage_audio` `stop_sound` stops, pauses and resumes sounds.** `play_sound` spawns a tracked component that `stop_sound` stops (only `soundPath`'s sound when given); `all: true` stops every audio device of the editor and game. The reply has `stopped` and `allStopped`. `soundOp` `pause` or `resume` pauses or resumes the same sounds instead (`all: true` covers every playing sound, game music included; `paused`, `resumed`).
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85
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+
- **Cutscenes can have music.** `add_track` with `trackType: "Audio"` and then `add_section` with `soundPath` puts a sound on the sequence, sized to the sound unless `end` is given; a missing sound is `ASSET_NOT_FOUND` and `soundPath` on another track `INVALID_ARGUMENT`.
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86
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+
- **Fab imports run in the background and can be followed or cancelled.** `import_marketplace_asset` `fab_listing` replies when Fab accepts the download (`operationId`, format, quality tier, file, size) instead of waiting minutes for the import; `query_marketplace` `fab_import_status` reports `phase` (queued, resolving, downloading, importing, cancelling, done, failed), `downloadPercent` from Fab's own notification, then `importedRoot`, `sampleAssetPaths` (meshes first) and `saved`, or `failureCode` with the lines Fab logged; a failure Fab logs after some assets have landed lets the import settle, then reports `IMPORT_PARTIAL` naming it. One import runs at a time and later adds queue behind it (8 at most, then `QUEUE_FULL`); a repeat add of a listing still importing gets that import back, or `ADD_ALREADY_RUNNING` when it asks for a different `quality`, `combineMeshes`, `destinationPath` or `assetName`. `fab_cancel` drops a queued add, presses Cancel on a pack download or cancels an Interchange import; a source-format download has no cancel (`NOT_CANCELLABLE`, and `cancellable` says beforehand). The packages an import creates are saved once Interchange has finished with them and again 15 and 60 seconds later; `saved`, `savedCount` and `unsavedPackages` say how it went, and a package that could not be saved is named in capitals in the reply line and the `note`.
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87
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+
- **The Fab add takes `combineMeshes`, `quality`, `destinationPath` and `assetName`.** `combineMeshes: false` imports each mesh of a file as its own asset, and a single mesh file of 50 MB or more is refused with `LARGE_SCENE_FILE` until it is chosen. `quality` (`raw`, `high`, `mid`, `low`) takes exactly that Megascans tier (`QUALITY_NOT_AVAILABLE` names the tiers offered). `destinationPath` and `assetName` move and name what the import created (`SM_<name>`, `MI_<name>`, `T_<name>_*`) through the rename `asset.move` uses, and never touch `/Game/Fab/Materials`, `MaterialFunctions` or `Textures`; a taken name stops it before anything moves. A complete project is refused (`COMPLETE_PROJECT`), as is a MetaHuman listing (`METAHUMAN_FORMAT`).
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88
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+
- **`fab_listing_details` says what adding the listing would do.** `canAddToProject` is false, with `addBlockedCode` and `addBlockedReason`, for a complete project, a MetaHuman listing and a listing with no importable format. `addFormat`, `versionName`, `engineVersions`, `supportsRunningEngine`, `engineMatch`, `downloadFile`, `qualities`, `downloadBytes` (left out, with `downloadSizeKnown` false, when Fab publishes no size), `formats` and `addWarnings` describe the download; `category`, `averageRating`, `ratingCount`, `licenseNames`, `isCc0`, `price`, `currency`, `isFree` and `publishedAt` describe the listing. `attributionRequired` says a Creative Commons Attribution license needs a credit line, and `isCc0` (in search rows too) is read from the license names: Fab sets its own CC0 flag on CC-BY licenses, so a pack that needs credit read as needing none.
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89
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+
- **`fab_search` rows carry the publisher, category, rating, price and formats,** and `seller` and `listingType` narrow the search.
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90
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+
- **`fab_library` syncs an empty table itself** (`syncTriggered`, `syncWaitedSeconds`) instead of asking for a console command.
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91
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+
- **`process_asset` sets the materials in a mesh asset's slots.** `process: "mesh_materials"` (`set_mesh_materials`) takes `assetPath` and `materials` (`[{slot, materialPath}]`, `slot` a 0-based index or a slot name) for a static or skeletal mesh, applies the valid entries in one rebuild and saves the mesh (`save` defaults to true; engine content is never saved, `saveSkippedReason` says so). The reply lists every slot with the material it holds and whether this call `changed` it, and each refused entry under `refused` (index out of range, unknown slot name, a material that does not load, never swapped for a default material); any refusal fails the call (`MATERIAL_SLOTS_PARTIAL`, or `MATERIAL_SLOTS_REFUSED` when none applied) while the valid entries stay applied.
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92
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+
- **`inspect_object` with `objectKind: "mesh"` says where each material slot's geometry is.** Every `materialSlots` row carries `triangles` and `sections` (what LOD0 draws with the slot) and `bounds` (`origin`, `extent`, `min`, `max`, `size`, `radius`, in mesh space) for a static mesh, and for a skeletal mesh in its reference pose, so a slot can be matched to a part of the mesh in one call. When the render data keeps no CPU copy of the vertices, `slotBoundsAvailable` is false and `bounds` is left out. A Nanite mesh reports its fallback mesh.
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93
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+
- **`create_primitive` `primitive: "sdf"` models smooth organic shapes in one call.** `shapes` (1-64 spheres, ellipsoids, boxes, capsules, cylinders, tori or cones, each with `center`, `rotation`, its sizes, an `operation` of union, subtract or intersect, and a `blend`: the radius of the soft fillet where it meets the shapes before it) become one signed distance field, meshed at `resolution` (16-256). Each shape's surface is its own polygroup (`groupId` = index + 1) and carries its `materialId`, listed under `parts`: a surface belongs to the shape whose field decides it there, and the mesh is cut along the middle of each fillet where that changes, so a carved visor, a painted band or a sole takes its own material slot with a clean, smooth edge. A subtract as the first shape is refused, shapes that leave no volume answer `SDF_EMPTY`, a mesh over 500,000 triangles answers `POLYGON_LIMIT_EXCEEDED` (lower the resolution), and shapes whose sizes, centres and blends span more than 100,000 units are refused (`INVALID_ARGUMENT`). A shape with `mirror` (`["y"]`, `["x","z"]` ...) also adds its reflections across the mesh's own planes, and one with `repeat` lays copies in a row (`count`, `offset`) or a ring (`count`, `axis`, `angle`, `pivot`), so a pair of eyes, a row of stitches or a ring of rivets is one entry (`parts` keeps one entry per shape, with `copies`; at most 1024 shapes in all). A shape farther from a point than its blend reaches is not evaluated there, so hundreds of small shapes mesh quickly.
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94
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+
- **`edit_dynamic_mesh` `append_polygons` builds a polygon cage in one call.** `vertices` (`{x, y, z}` points, at most 20000) and `faces` (three or more corner indices each, at most 20000; a larger or concave face is ear clipped) become a manifold surface, each face its own polygroup unless `faceGroups` says otherwise, with `faceMaterials` ids. A bad index, a repeated corner, an edge shared by three faces or two faces wound the same way along an edge is `INVALID_POLYGONS` naming the face, as are faces that come to more than 500,000 triangles (append them in several calls), and the mesh is left as it was. The reply has `verticesAdded`, `facesAdded`, `trianglesAdded`, `vertexCount`, `triangleCount` and `groupCount`.
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95
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+
- **`subdivide` takes a `scheme`.** `catmull_clark`, `loop` and `bilinear` join `pn` (the default, as before); `iterations` is the level, 1-6. `catmull_clark` and `bilinear` read every polygroup as one face of a cage (an `append_polygons` cage, or `create_box`, which has one polygroup per face), keep polygroup and material ids through the subdivision, and refuse a mesh with no usable cage as `INVALID_CAGE` with how to build one; `loop` refines the triangles and needs no cage. The reply adds `scheme`, `level`, `trianglesBefore`, `trianglesAfter` and `cageFaces`. These three schemes need the MeshModelingToolset plugin that GeometryScripting enables (`SUBDIVISION_UNAVAILABLE` without it).
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96
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+
- **The face operators take a `region`.** `extrude`, `inset`, `outset`, `offset_faces`, `bevel`, `chamfer` and `poke` accept `region` instead of `triangleIndices` (both is refused): a `box` the triangle centroids lie in, a `normal` with `normalAngle` (default 30), `groupIds` and `materialIds`, ANDed, in the mesh's local space. A region that matches nothing is `REGION_EMPTY` with the mesh's local bounds, and each reply says `trianglesSelected`.
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97
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+
- **`edit_dynamic_mesh` `set_material_id` sets material slots.** `materialId` (0-255) goes on every triangle, on `triangleIndices`, or on a `region`; the reply lists `materialIdsInUse`.
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98
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+
- **`convert_to_static_mesh` and `convert_to_nanite` take `materials` and `collision`.** `materials` is one asset path per material id (entry i is slot i, `""` keeps the default; a path that does not load as a material, or a list longer than the slots, is `INVALID_MATERIALS` before anything is created), and the asset gets the highest id + 1 slots. `collision` is `box` (the default, as before), `complex` (the render triangles) or `none`. The reply lists `slots` and `collision`.
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99
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+
- **`optimize_mesh` `morphology` offsets a mesh through a voxel grid.** `operation` `dilate`, `contract`, `close` (the fillet where unioned parts meet) or `open`, `distance` in cm (default 2% of the longest side) and `voxelCount` (grid cells along the longest side, default 128, 16-256). The mesh is kept when the result is empty or over the triangle cap; UVs, material ids, polygroups and vertex colours are rebuilt, and the reply says so.
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100
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+
- **`edit_dynamic_mesh` `bake_vertex_colors` bakes masks for materials.** R is ambient occlusion from `aoRays` (default 32, 8-256) hemisphere rays up to `aoDistance` (default 15% of the bounds diagonal), G is 1 minus the convex-edge mask, B is 1 minus the concave-cavity mask (both scaled by `curvatureScale`, default 1), A is height up the mesh's local Z, with `blurIterations` (default 1) neighbour averaging. White means no effect for every channel but height, and the values reach the static mesh unchanged, so a material's VertexColor node reads what was baked (UE 5.1 and later).
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101
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+
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102
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+
</details>
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103
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+
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104
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+
<details>
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105
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+
<summary><b>🔄 Changed</b></summary>
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106
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+
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107
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+
- **HUD pieces from `add_game_widget` are real, styled widgets.** `health_bar`, `ammo_counter`, `crosshair`, `minimap`, `compass`, `damage_indicator`, `interaction_prompt`, `objective_tracker` and `quest_tracker` honour `percent`, colour, text, size, `texturePath`, `keyLabel`, `items`, `maxVisibleObjectives` and `positionX`/`positionY`/`sizeX`/`sizeY`, give an empty tree a `RootCanvas`, list what they created under `widgets`, and refuse a taken `slotName` (`SLOT_EXISTS`) or missing parent (`PARENT_NOT_FOUND`); the damage indicator adds a `<slot>_Flash` animation.
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108
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+
- **`create_widget_template` builds ten screens as new Widget Blueprints** (`main_menu`, `pause_menu`, `settings_menu`, `loading_screen`, `hud`, `dialog`, `inventory`, `radial_menu`, `credits`, `shop`) named `name` in `path`; an existing asset gives `ALREADY_EXISTS`, a bad setting is refused before anything is created, and the reply lists every Button for `bind_widget` `on_clicked`.
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109
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+
- **The stdio door runs capabilities exactly like the native door.** `execute` forwards `{action, ...params}` to the record's parent tool and the plugin routes it; the TypeScript action layer is gone and only `manage_tools` runs in process. Both accept only declared parameters, so a spelling only that layer converted (`path` for `blueprint.create`'s `savePath`) is refused with the declared name; declared aliases (`type` on `add_material_node`, `targetPath` on `import_level`/`duplicate_level`, `emitter` on Niagara module actions, `actorName` on `set_niagara_parameter`) work, and parameters that layer dropped now arrive (`set_transition_rules` `conditionVariable`/`conditionComparison`/`conditionValue`, `add_node` `memberName`). `system_control` `set_quality` and a `play_sound` without `soundPath` work on the native door. The plugin has one dispatch table: each parent tool routes its sub-actions explicitly (`system_control`'s widget, screenshot, project-settings, sound and display ones too), with no fallback that offered an unmatched action to every handler.
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110
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+
- **Gateway refusals say what to do next.** `UNKNOWN_ACTION` for an action owned by one other tool names it with a `nextCall` to its describe (or, when no suggestion shares the verb, a search on the action's words); a conflicting folded selector answers `INVALID_PARAMETER_VALUE` naming both values, with an executable `nextCall`; an undeclared parameter never suggests `action` and says when a capability declares none; a parameter only another variant of a folded family reads is named in the receipt's `warnings` (`pinName is read only when info is pins; this info=node call did not use it.`). A cancelled stdio `execute` answers `MCP_REQUEST_CANCELLED`, not `TOOL_EXECUTION_FAILED` or `TOOL_TIMEOUT`.
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111
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+
- **Capability guidance is complete.** Folded families keep every variant's `whenToUse` and `whenNotToUse` lines, not just the first six (labelled `control=play: ...` when only some variants hold them, bare when all do; search ignores the labels; `struct.edit_struct` lists 13 of each), and drop `whenNotToUse` lines that send a capability to itself. 54 more asset, material, inventory, texture, DataTable, enum, interaction and struct records carry authored lines instead of filler.
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112
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+
- **Reader capabilities say what they return.** Summaries of `get_audio_info`, `get_texture_info`, `get_character_info`, `get_ai_info`, `get_level_structure_info`, `list_plugins`, `read_log` and other readers name their reply fields and topics ("sound length", "pixel format", "walk speed"); `get_mesh_info` has no material info, `analyze_trace` no timing counters, `get_stats` no draw calls.
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113
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+
- **Record text matches the handlers.**
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114
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+
- `get_sessions_info` reads local player count, PIE state, split-screen setting and layout, and each PIE instance's net mode and URL (`pieInstances`), and drops the online fields (`currentSessionName`, `isLANMatch`, `maxPlayers`, `voiceChatEnabled`, `isHosting`, `connectedServerAddress`, `activeVoiceChannels`); `get_game_framework_info` reads the game mode and its default classes.
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115
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+
- `list_plugins` `filter` is case-insensitive; `get_volumes_info` `filter` matches the actor label and `volumeType` the class name; `asset.list` `recursive` defaults to true and the list family says when to use `assets`, `content_sources` and `material_instances`; `get_input_info` lists every key mapping of a context.
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116
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+
- `setup_ik` creates a Control Rig Blueprint for a skeleton (`name`, `skeletonPath` required; folder in `path`); `set_section_timing` moves a section's start.
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117
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+
- `control_editor.play` names the values of `control`; `close_asset` points to `restart_editor`; `set_widget_layout` `alignment` and `sizeRule` name box, overlay and scroll-box slots; `variableType` lists every `add_variable` type; `get_dependencies` returns direct packages only.
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118
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+
- `manage_audio` and `manage_networking` guidance reads "Use it to ..." (104 lines said "Use when ...") and 32 empty "Do not use when ..." lines are gone; widget guidance reads as English.
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119
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+
- The session instructions open with "The only tool is `unreal`; it reaches the whole editor" and quote no capability count.
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120
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+
- **Search finds the capability a plain request names.** On both doors a record whose action names, family, domain or topics cover every word of the request ranks ahead of one that matches fewer; summary prose does not count, and function words such as "this" and "does" stay whole. A leading read word (get, list, show, what, which, where, ...) prefers readers (80 points on the stdio door, 40 on the native door), a leading delete (or remove, destroy, erase) prefers destructive ones, and on the native door a record whose own action words are all named gets 50 more, as does one with a topic that holds the whole request as written ("tag an asset" is `set_metadata`, "connect blueprint nodes" `edit_graph`). Folded families keep every member's topics, so "list sounds/materials/textures/meshes/blueprints" finds `query_asset`, "widget click" and "list live widgets" `simulate_input`, "copy button" `duplicate_widget`, "delete the quit button" `remove_widget`, "move the button" and "make the button bigger" `set_widget_layout`, "set light intensity" and "text render text" `edit_component`, "inspect material graph" `get_material_info`, "make the actor bigger" `set_transform`, "add point light" `create_light`, "add fog" and "add sky" `configure_atmosphere`, "press space" `simulate_input`, "make a cutscene" `sequence.create`, "set game mode" `configure_game_mode`. Nearly 300 more everyday requests across every domain ("add a checkbox", "make a folder", "slide in the menu", "stream in a sublevel", "remove a key binding", "mute all sounds") now rank their capability first on both doors.
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121
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+
- **Screenshots return the picture by default.** `control_editor` and `system_control` screenshots return the image inline (`returnBase64` true), fitted to 1600x900 without `resolution`; `returnBase64: false` keeps the full-size file only. A resampled `game_viewport` or `full_editor_window` image reports its size in `viewportWidth`/`viewportHeight`.
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122
|
+
- **More edits save by default.** `save` defaults to true (`save: false` keeps the change in memory) for `modify_scs` (which now declares `compile`, applies a `location`, `rotation`, `scale`, `meshPath` or `materialPath` given at the top level or on an operation (an `add_component` given only a mesh or material used to keep neither), and names one it cannot apply in `warnings`), Game Framework, DataTable and struct writes, `manage_asset` `import`, `set_two_sided`, material `delete_node`, Niagara graph edits, `create_metasound`, enum edits (`create_enum` included) and the `manage_inventory` edits; a `parameters` list on `set_material_parameter` or `create_material_instance` passes the call's `save` to every entry (each saved the asset whatever the call said). GAS ability and effect edits always compile and save (`COMPILE_FAILED`, `SAVE_FAILED`).
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123
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+
- **Level and volume edits report whether the level is saved.** Streaming, World Partition, data layer, level blueprint and volume edits save only with `save: true` (a level save also writes its other unsaved changes), answering `saved: true` or `SAVE_FAILED` with the edit kept in memory; otherwise `saved: false` and the reply says the level is not saved yet. `configure_hlod_layer` saves its layer unless `save: false`.
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124
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+
- **Setting a game mode class no longer changes the project's game mode.** `set_default_pawn_class`, `set_player_controller_class`, `set_game_state_class`, `set_player_state_class` and `set_hud_class` change only the named game mode and refuse a class the slot cannot take; `makeDefault: true` also writes `GlobalDefaultGameMode` to DefaultEngine.ini (`CONFIG_WRITE_FAILED`); the release made the game mode the project default and the open level's GameMode Override on every call. Replies report `madeDefault`, `openLevelGameMode` and `effectiveInOpenLevel`, and say when the open level runs another game mode.
|
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125
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+
- **Scalar property writes are strict.** Integer, byte and int64 properties refuse non-integral and out-of-range values instead of truncating, and enums refuse hidden and `_MAX` entries (display names work).
|
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126
|
+
- **`create_blend_space` creates a 2D blend space** (Direction -180..180 x Speed 0..600); `create_blend_space_1d` makes one axis.
|
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127
|
+
- **Actions that echoed their input or refused now do the work.**
|
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128
|
+
- Skin weights: `copy_weights` (nearest vertex of another skinned mesh, bones mapped by name or to the nearest parent), `mirror_weights` (across `axis`, swapping left and right bones by name; `direction`), `prune_weights` (influences below `threshold`) and `import_morph_targets` (nearest vertex) rewrite the mesh's source data and reply with per-bone vertex counts; a rebuild that would drop render-only morph targets is refused with `RENDER_ONLY_MORPHS` unless `dropRenderOnlyMorphs: true`.
|
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129
|
+
- `set_retarget_chain_mapping` (`setup_ik` `kind: "chain_mapping"`) maps source to target chains (`None` clears, `autoMap` fills the rest) and reads them back; `create_pose_library` (`create_animation_asset` `kind: "pose_library"`) makes a Pose Asset from `sourceAnimationPath`, one pose per key frame (`poseNames`, `additive`).
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130
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+
- `create_ao_from_mesh` bakes ambient occlusion with the engine baker in `uvChannel` (`rayDistance` 0 = unlimited; `minValue`, `meanValue`, `maxValue`; `AO_BAKE_FLAT`); `poke` splits triangles at their centroid (`distance` along the normal) and `quadrangulate` groups triangle pairs into quad polygroups; `revolve` turns the given `profile` of `{radius, height}` points (`angle`, `steps`, `cap`, `name`, `location`/`rotation`/`scale`) instead of the same small vase at the origin, and says so (`usedDefaultProfile`) when no profile is given.
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131
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+
- `create_level_instance` assigns and loads the world asset (`levelAssetPath`; `loaded`, `childActorCount`); `create_packed_level_actor` runs the Packed Level Blueprint bake (UE 5.3+) and refuses a bake with no instances. Both take `label`, `location`, `rotation`, `blueprintPath` and `spawn`, not `levelInstanceName`, `instanceLocation`/`instanceRotation`/`instanceScale`, `packedLevelName`, `bPackBlueprints` or `bPackStaticMeshes`.
|
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132
|
+
- `set_doppler_effect` (`edit_sound_cue` `edit: "doppler"` by `assetPath`, no longer on `configure_sound_attenuation`) inserts or updates a Doppler node (`dopplerIntensity`, `smoothing`; `DOPPLER_NEEDS_SOUND_CUE`, `CUE_EMPTY`).
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133
|
+
- `manage_networking`: `configure_lan_play` writes `[URL] Port` to DefaultEngine.ini, `configure_session_interface` `DefaultPlatformService` (needs the online subsystem plugin), `configure_split_screen`/`set_split_screen_type` a layout's player counts and `configure_voice_settings` the voice cvars and VoIP settings (`micInputGain`, `noiseGateThreshold`, `silenceDetectionThreshold`, `sampleRate`), each read back; `join_lan_server` client-travels a PIE instance to `serverAddress`; `configure_player_start` tags a PlayerStart (`playerStartTag`, or `teamIndex` for TeamN; undoable); `add_network_prediction_data` adds a variable replicated only to the owning client.
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134
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+
- **`apply_baseline_settings` moves every scalability group** via `Scalability::SetQualityLevels` (performance 0/Low, balanced 2/High, quality 3/Epic) plus `r.VSync`, no longer touches `r.AllowHDR`, motion blur, depth of field, bloom, shadow or anisotropy, and adds `qualityLevel` to the reply.
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135
|
+
- **Enhanced Input triggers and modifiers resolve by class.** `set_input_trigger` and `set_input_modifier` take any concrete trigger or modifier class (`InputTrigger`/`InputModifier` prefix optional) and keep an instance already there (`alreadyPresent`); names only the old list knew are refused (`INVALID_TRIGGER_TYPE`, `INVALID_MODIFIER_TYPE`) instead of becoming another class: `DoubleTap` (was Tap, or RepeatedTap on 5.6+), `SwizzleInputAxis` (the class is `SwizzleAxis`), `SmoothDelta` before 5.4 (was Smooth) and `ScaleByDeltaTime` before 5.1 (was Scalar).
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136
|
+
- **Paths report themselves.** An invalid asset path is reported instead of resolving a same-named asset under `/Game`, `/Engine` or `/Script`; `create_landscape_grass_type` uses its `path` (the release hard-coded `/Game/Landscape`); MCP-created landscapes no longer carry `MCP_Landscape*` tags; `stream_level`/`unload` answer `STREAMING_LEVEL_NOT_FOUND` for a level the editor world does not stream.
|
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137
|
+
- **Replies drop constant or duplicated fields.** Gone: `validationResult` (`validate_niagara_system`), `maxTailSize` (`write_snapshot`/`send_snapshot`), `navMeshPresent`/`bHasNavMesh` (navigation; `hasNavMesh` stays), and `commandExecuted`, `deletedViaFileFallback`, `editorDeletionSkippedForMap`, `deleteAssetFailed` (`delete_level`). An existing interactable answers `ASSET_ALREADY_EXISTS`.
|
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138
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+
- **`add_section` takes display-rate frames** for `start` and `end` (they were raw ticks), like the rest of `manage_sequence`; an empty or reversed range is `INVALID_ARGUMENT`, and the record declares `actorName` and `bindingId`.
|
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139
|
+
- **`set_playback_speed` works without Sequencer open.** It sets the play rate of every level sequence actor playing the sequence plus the open Sequencer's speed (`speed`, `levelSequenceActors`, `sequencerUpdated`); neither existing is `PLAYBACK_TARGET_NOT_FOUND`, and a non-finite speed is refused.
|
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140
|
+
- **`create_volume` refuses a parameter its class would ignore** (`sphereRadius` on a BlockingVolume, `damagePerSec` on a TriggerBox) with `INVALID_ARGUMENT` naming it, creating nothing. A `create_*` volume given `actorPath` attaches to that actor, like `add_*`.
|
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141
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+
- **`start_unreal_insights` opens the viewer by default** (`launchViewer: false` skips it), also when a trace is already running, and answers `VIEWER_LAUNCH_FAILED` if it cannot start; the record declares `channels`, `connectionType`, `traceFile`, `host`, `port` and `overwrite`.
|
|
142
|
+
- **Declared names win over legacy spellings in Blueprint edits.** Graph edits read `posX`/`posY` before `x`/`y` and `blueprintPath` before `assetPath`; SCS edits take the first non-empty of `blueprintPath` then `name`, and an SCS add its class from `componentClass`, then `componentType` (a payload naming only `componentType` was treated as an add and then answered "Component class not found"); `edit_scs` declares the class and attach parameters (`componentClass`, `componentType`, `attachTo`, and `parentComponent` for the adds) for every variant that reads them, so a top-level add through `edit=modify` no longer draws a receipt warning that the call "did not use" a parameter it used.
|
|
143
|
+
- **Widget layout and binding replies put their readback at the top.** Layout setters answer `applied`, `saved` and `appliedFields`; bind actions `slotName`, `property`, `functionName`, `generatedGetter`, `bindings` and `saved`.
|
|
144
|
+
- **Compensation hints point at live capabilities.** `describe` attaches seven inverse hints (spawn, duplicate, `create_light`, `create_landscape`, `open_asset`, `enable_tools`, `enable_category`) and a manual-cleanup note for `create_render_job`, all keyed by a live capability; the release's hints for `start_recording` and `start_session` pointed at stop capabilities that had been folded away.
|
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145
|
+
- **A Fab pack is imported at the build for the running engine.** The add takes the highest build at or below the running engine, else the lowest above it (`engineMatch` says exact, older or newer), where it took the first one listed (the 5.0 pack on a 5.8 editor).
|
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146
|
+
- **A Fab page that is still loading is waited for,** up to 15 seconds, instead of answering `PAGE_NAVIGATING`; a refused download names the step that refused (`NO_DOWNLOAD_URL`: license, claim or download-info) with Fab's status and words.
|
|
147
|
+
- **`create_light` says what it took.** `details.applied` lists the settings that went in, `details.refused` (`name: why`) those that did not (an unknown key, one that does not fit the light such as `outerConeAngle` on a point light, a wrong type, anything in `properties` on a sky light) and `details.adjusted` a value replaced for being out of range; before, they were dropped or only logged. The descriptions list every light type and `properties` key, a color is linear 0-1 stored as sRGB (`{1, 0.7, 0.42}` reads back as 255, 218, 173), and "add spot light intensity color" finds it on both doors. `manage_level.create_light` and `build_environment.create_light` run one handler; `manage_effect.create_dynamic_light` is the one that spawns into a running game.
|
|
148
|
+
- **`remesh_voxel` is a real voxel wrap.** It samples the mesh into a grid (`targetEdgeLength` is the cell, else `voxelCount` cells along the longest side, else `targetTriangleCount` sets it from the surface area, default 128 cells) and rebuilds one watertight, smooth-shaded surface through the engine's solidify; open shells are thickened first. It was a uniform remesh plus a hole fill. UVs, material ids, polygroups and vertex colours are rebuilt, and the mesh is kept when the result is empty or over the triangle cap.
|
|
149
|
+
|
|
150
|
+
</details>
|
|
151
|
+
|
|
152
|
+
<details>
|
|
153
|
+
<summary><b>🗑️ Removed</b></summary>
|
|
154
|
+
|
|
155
|
+
- **97 actions that only echoed their input, faked success or answered `NOT_SUPPORTED`** (the record count is unchanged by the removal):
|
|
156
|
+
- `animation_physics` (1): `normalize_weights`
|
|
157
|
+
- `manage_audio` (1): `enable_audio_analysis`
|
|
158
|
+
- `manage_blueprint` (4): `create_game_screen` (its credits and shop screens are in `create_widget_template`), `create_property_binding`, `set_animation_loop`, `set_widget_binding` (`bind_widget` makes property bindings)
|
|
159
|
+
- `manage_character` (12): `add_custom_movement_mode`, `configure_footstep_fx`, `configure_sprint`, `map_surface_to_sound`, `setup_character_ability`, `setup_climbing`, `setup_footstep_system`, `setup_grappling`, `setup_mantling`, `setup_sliding`, `setup_vaulting`, `setup_wall_running`
|
|
160
|
+
- `manage_combat` (25): `apply_damage`, `configure_aim_down_sights`, `configure_combo_system`, `configure_damage_execution`, `configure_hit_reaction`, `configure_hitscan`, `configure_impact_effects`, `configure_muzzle_flash`, `configure_recoil_pattern`, `configure_shell_ejection`, `configure_spread_pattern`, `configure_tracer`, `configure_weapon_sockets`, `configure_weapon_trails`, `create_damage_effect`, `create_hit_pause`, `create_melee_trace`, `create_shield`, `heal`, `modify_armor`, `set_weapon_stats`, `setup_ammo_system`, `setup_parry_block_system`, `setup_reload_system`, `setup_weapon_switching`
|
|
161
|
+
- `manage_effect` (1): `configure_event_payload`
|
|
162
|
+
- `manage_gas` (9): `add_ability_task`, `add_tag_to_asset`, `configure_cue_trigger`, `configure_gameplay_cue`, `create_ability_set`, `grant_ability`, `set_ability_targeting`, `set_attribute_clamping`, `set_cue_effects`
|
|
163
|
+
- `manage_geometry` (1): `triangulate`
|
|
164
|
+
- `manage_interaction` (11): `add_destruction_component`, `add_interaction_events`, `configure_destruction`, `configure_destruction_damage`, `configure_destruction_effects`, `configure_destruction_levels`, `configure_interaction_widget`, `configure_trigger_events`, `configure_trigger_filter`, `configure_trigger_response`, `setup_destructible_mesh`
|
|
165
|
+
- `manage_inventory` (20): `add_crafting_component`, `add_equipment_functions`, `add_inventory_functions`, `configure_equipment`, `configure_equipment_effects`, `configure_equipment_visuals`, `configure_inventory`, `configure_inventory_events`, `configure_inventory_slots`, `configure_inventory_weight`, `configure_loot_drop`, `configure_pickup`, `configure_pickup_effects`, `configure_pickup_interaction`, `configure_pickup_respawn`, `configure_station_recipes`, `create_equipment_component`, `create_inventory_component`, `create_pickup_actor`, `define_equipment_slots`
|
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166
|
+
- `manage_level_structure` (1): `configure_level_bounds`
|
|
167
|
+
- `manage_networking` (11): `configure_local_session_settings`, `configure_net_serialization` (custom net serialization is a C++ `NetSerialize` on a USTRUCT, which no Blueprint setting reaches), `configure_push_to_talk`, `configure_round_system`, `configure_scoring_system`, `configure_spawn_system`, `configure_team_system`, `disable_input_action`, `set_voice_attenuation`, `set_voice_channel`, `setup_match_states`
|
|
168
|
+
- **`import_level` of a `.t3d` source** (the release ran `MAP IMPORTADD`) answers `NOT_SUPPORTED`.
|
|
169
|
+
- **MCP resources and capabilities nothing needed, on both doors.** `ue://level`, `ue://version` and the `ue://object/{objectPath}` template are gone; `ue://knowledge/{engineVersion}/{topic}` is `ue://knowledge/{topic}` and its reply no longer carries `engineVersion`, `ue://asset/{assetPath}` replies without `kind`, and completion no longer offers `engineVersion` or `objectPath`. The server no longer advertises `resources.subscribe` (resource update notifications) or `tasks` (`tasks/list`, `tasks/cancel`, task-augmented `tools/call`).
|
|
170
|
+
- **Prompt argument checks.** `prompts/get` no longer applies the per-kind path, identifier and engine-version checks; the stdio door still refuses a value over 512 characters or outside its `allowed` list, the native door neither.
|
|
171
|
+
- **Tooling nothing used.** The `test:native-parity`, `normalization:*`, `policy:*`, `migration:check`, `primitives:check`, `security:check`, `workflow:check` and `native:*` npm scripts, `.env.production`, and the `rimraf` and `js-yaml` dependencies; `headers:generate` and `headers:check` are new.
|
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172
|
+
- **Settings and endpoints nothing read:** the environment variables `MCP_AUTOMATION_WS_PORTS`, `MCP_AUTOMATION_SERVER_LEGACY`, `MCP_AUTOMATION_CLIENT_MODE`, `MCP_AUTOMATION_MAX_AUTOMATION_REQUESTS_PER_MINUTE`, `MCP_ROUTE_STDOUT_LOGS` and `MCP_DEFAULT_CATEGORIES`; the `MCP_METRICS_PORT` Prometheus endpoint; the Project Settings `LogVerbosity`, `bApplyLogVerbosityToAll`, `bEnableSocketTelemetry` and `HeartbeatIntervalMs`, and the client-mode `EndpointUrl` and `ClientPort`; the plugin's WebSocket client mode and user-defined action aliases (`handler-aliases.json`); the Blueprint-callable `IsBridgeActive`, `GetBridgeState` and `SendRawMessage` and the `OnMessageReceived` delegate on the bridge subsystem; the `configSchema` and default `createServer` exports of the package entry (`dist/index.js`; the CLI still starts the server); and the raw-socket bare action names, which neither MCP door used.
|
|
173
|
+
|
|
174
|
+
</details>
|
|
175
|
+
|
|
176
|
+
<details>
|
|
177
|
+
<summary><b>🔧 Fixed</b></summary>
|
|
178
|
+
|
|
179
|
+
- **Volumes block and overlap.** A `BlockingVolume`, `TriggerVolume`, `KillZVolume`, `PainCausingVolume` or `PhysicsVolume` from `create_volume` (or resized by `set_volume_extent`, or an audio volume) had the right bounds and no collision, so a pawn walked through a blocking volume and a trigger never fired. The brush now gets its BSP and collision as the editor's own volume placement builds them.
|
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180
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+
- **A post-process call that names a missing volume gets one.** `configure_post_process` with an `actorName` that matched no volume failed `ACTOR_NOT_FOUND`, while the same call without a name used the level's unbound volume or made one; a name that matches nothing now resolves the same way, and a volume it creates takes that name.
|
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181
|
+
- **`create_framework_class` takes a short parent class name** (`GameModeBase`, `BP_MyGameMode`), as documented; it answered `NOT_FOUND` for anything but a full path.
|
|
182
|
+
- **A Set node's value pin works as a link source.** `connect_pins` (and `build_graph`) given a Set node's variable-named pin as the source, which is the node's input, now links the node's matching output (`Output_Get`) instead of failing.
|
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183
|
+
- **A math expression that does not parse is refused.** `set_node_property` `Expression` on a Math Expression node answered success while an expression it cannot parse (`-1`: there is no unary minus) left the node with no pins but the orphaned old output, which still counted as one; it now fails `EXPRESSION_INVALID` and the node keeps its previous expression and its links.
|
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184
|
+
- **A palette's receipt lists the instances it made.** `create_material_instance` `instances` answered with an empty `changes`.
|
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185
|
+
- **A misspelled function gets near names.** `VInterpToConstant` was answered with a bare "not found"; the suggestion now ignores underscores (`VInterpTo_Constant`), and without a `memberClass` it also searches the stock libraries the lookup itself tries.
|
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186
|
+
- **A class path in the wrong folder names where the asset is.** `find` by class answers `CLASS_NOT_FOUND` with the `/Game` assets of that name, so `/Game/X/Gameplay/BP_Bug` points to `/Game/X/Enemies/BP_Bug`.
|
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187
|
+
- **A function with two return nodes lists its outputs once.** `get_blueprint_details` listed every output once per return node.
|
|
188
|
+
- **`connect_pins` says which link it replaced.** A pin that holds one link (an exec output, a data input) dropped its old link without a word; the reply (and a batch step) now lists it under `replacedLinks`.
|
|
189
|
+
- **A class default write reaches the placed copies that kept it.** `set_property` on a Blueprint's class defaults or a component template also writes every copy placed in an editor level that still held the old default, as the details panel does (`instancesUpdated`); the compile had kept their old value as if they overrode it. A copy that overrides the value keeps its own.
|
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190
|
+
- **`create` sets a component's members.** A dotted name in `properties` (`CharacterMovement.MaxWalkSpeed`, or a native component's object name, `CollisionCylinder.CapsuleRadius`) reaches the member of a component or struct on the class defaults; it failed as no such property.
|
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191
|
+
- **A Blueprint asset path reaches its class defaults.** `get_property` and `set_property` given `/Game/X/BP_Foo` as `objectPath` looked the property up on the Blueprint asset itself ("not found in scope 'Blueprint'"); a property that is not the asset's own now goes to its class defaults, as `blueprintPath` does.
|
|
192
|
+
- **A write to a component of a Blueprint's class defaults is saved.** `set_property` on `CharacterMovement.PerchRadiusThreshold` of a `Default__` path compiled the change, then answered `saved: false` ("a running-game or transient object") with no game running and described the component the compile had discarded; it now saves the Blueprint and reads the value back off the new defaults.
|
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193
|
+
- **`sample_motion` and `list` find a component through the actor property that holds it.** `propertyNames` `CharacterMovement.MaxWalkSpeed` came back under `missingProperties`, because only component names (`CharMoveComp`) matched; the names `get_property` takes work too.
|
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194
|
+
- **The low-frame-rate warning names the real cause.** A slow `sample_motion` run blamed background throttling, which the run itself had switched off; it now points at the render cost (video memory) and at `fixed_delta_time` and `r.ScreenPercentage`.
|
|
195
|
+
- **A payload nested up to 24 levels deep is checked.** The pre-queue console-command and path scans stopped at 8 levels and refused anything deeper (`COMMAND_BLOCKED`), so a widget `tree` four panels deep could not be sent. The node budget (4096) and the refusal of a scan that runs out of it are unchanged.
|
|
196
|
+
- **A batch step that fails is reported once.** Its failure is in the batch's own result (`missingProperties`, the step's `error`); it also came back under `warnings` as an "Automation request failed" log line.
|
|
197
|
+
- **`fast-uri` 3.1.8.** The URI parser `ajv` validates with is past GHSA-hrr3-gc8f-f4qj (inconsistent host case normalization), so the production dependency audit is clean again.
|
|
198
|
+
- **A mesh converted over an existing asset keeps its collision.** `convert_to_static_mesh` and `convert_to_nanite` onto a path that already held a mesh left it with collision that never cooked, so pawns went straight through it. The physics data is rebuilt every time, and `collision: "box"` is now one box the size of the bounds. A converted mesh that cannot be loaded back fails with `ASSET_CREATION_FAILED`; it answered success with no material slots and no collision.
|
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199
|
+
- **A generated texture that could not be saved says so.** `create_texture` (every kind) answered `saved: true` when all five save attempts failed, as long as an older version was still on disk. The first overwrite of an existing texture in an editor session was one such failure: the editor refused the new pixels ("bulkdata with an invalid payload"). The existing texture is now loaded and refilled, so that save goes through, and an asset of another type at the path is refused rather than replaced.
|
|
200
|
+
- **`set_material` fills every slot of an SDF or other dynamic mesh.** Its component starts with one slot however many material ids the triangles carry, so slot 1 and up answered `MATERIAL_SLOT_NOT_FOUND`; the ids the mesh uses now count as slots.
|
|
201
|
+
- **The plugin compiles on UE 5.0 and 5.1.** Sequencer code called track functions that exist only from 5.2; it now uses the right names on every version, and removing a sequence-level track works on 5.0 and 5.1 too.
|
|
202
|
+
- **WebSocket clients see why they were closed.** The bridge sends the close frame (4001-4005, 4008, 1002, 1009) with its reason, not a bare 1006.
|
|
203
|
+
- **Native `/mcp` no longer leaks memory per request.** A long-running editor stops accumulating a telemetry entry per request.
|
|
204
|
+
- **Automation cannot read or rewrite the bridge's own settings.** `get_project_settings` and `set_project_setting` refuse them (`SETTING_NOT_PERMITTED`); `set_preferences` skips them (`PREFERENCES_NOT_APPLIED`), so `bRequireCapabilityToken` cannot be turned off.
|
|
205
|
+
- **Replies stop redacting harmless text.** Slash-joined choice lists (`fill/left/center/right`) use commas, a `.uasset`/`.umap` host path becomes its package path, and a boolean under a secret-named key or a `TokensSaved`-style quantity reads back; a content mount registered in the editor (`/MoverExamples`, a plugin or Fab pack) stays readable while host paths and a root nothing mounted stay hidden. A host path ends at its file name, so the words after it are kept (the rest of the sentence up to the next comma was redacted with it).
|
|
206
|
+
- **A refused content path says why.** About a hundred actions answered "contains traversal sequences" (or only "Invalid assetPath") for any refusal. The reply now names the field, the path and the reason: a `..` segment, an absolute filesystem path, a root that is not mounted (named, with the mounted roots listed and the ones starting like it first) or a character a package name cannot carry. A mounted plugin or Fab-pack root is a folder like `/Game`: bare (`/MoverExamples`), slash-ended, as an object path, or shorter than four characters.
|
|
207
|
+
- **Receipt `dataDigest` covers the whole payload.** Payloads that differ only after a non-integer (motion samples, transforms) no longer hash alike on the native door.
|
|
208
|
+
- **Images get their own size budget.** `imageBase64` (up to 6 million characters) counts on top of the reply's 100k on both doors, for every capability; a larger image is refused.
|
|
209
|
+
- **Receipts name what a call changed.**
|
|
210
|
+
- A reply that states `changedAssets`, even empty, is believed, so `preview_widget` and audio playback claim no asset change.
|
|
211
|
+
- Widget replies list the Widget Blueprint once by package path; `set_style`/`set_clipping` carry `widgetPath`, `edit_graph` names its Blueprint, `manage_level` `save`/`save_as` set `savedAssetPath`, `modify_scs` sets `changedAssets`, `blueprintPath` is a receipt handle, `build_metasound`, a material graph batch, every material graph edit and `set_material_parameter` with `parameters` reply with `assetPath`, `compile` lists only the Blueprint; widget animation track and key replies name their Widget Blueprint, variable and Blueprint metadata writes name the Blueprint they saved, and a running-game object (`GameInstance`, a live widget) no longer lists `/Engine/Transient` as a changed asset.
|
|
212
|
+
- **Folded legacy names mean what they meant.** `stop_pie` pins `control=stop`, `single_frame_step` `control=step_frame`, `set_game_view_target` `cameraOp=view_target`, `create_blackboard_asset` `kind=blackboard`.
|
|
213
|
+
- **The gateway accepts parameters the handlers read.**
|
|
214
|
+
- `create_light` `lightClass`/`properties`; `rename_level` `destinationPath` (it or `newName` is required); `set_light_channel` `enabled`/`channels`; `set_actor_light_channel` `enabled`; `configure_ray_traced_ao` `intensity`; `manage_level_structure` `create_level` `loadAfterCreate`; level-blueprint node actions `levelPath` (loaded sub-level).
|
|
215
|
+
- Blueprint: `create_node` `pure`, `add_node` `targetClass`, `get_pin_details` `pinName`, `add_component` `location`/`rotation`/`scale`/`meshPath`/`materialPath`, `add_scs_component` `location`/`rotation`/`scale`/`properties`, `create` `blueprintType`, `create_blueprint` `properties`, `ensure_exists` `createIfMissing`.
|
|
216
|
+
- Data layers: `assign_actor_to_data_layer` `actorName`/`actorPath`; `create_data_layer` `dataLayerAssetPath` and `bIsPrivate` (refused before UE 5.3).
|
|
217
|
+
- Animation: `get_skeleton_info`, `list_bones`, `list_sockets` take `skeletonPath` or `skeletalMeshPath`; `list_physics_bodies` `physicsAssetPath` or `skeletalMeshPath`; `add_physics_body` `length`/`width`/`depth`/`height`/`rotation`; morph-target actions `lodIndex`.
|
|
218
|
+
- **A box slot takes a numeric alignment.** `set_widget_layout` `alignment` `{x: 0.5, y: 0.5}` works on HorizontalBox, VerticalBox, Overlay and Border children, snapping to Left/Top below 0.25, Center below 0.75, else Right/Bottom; canvas slots keep the numeric pivot.
|
|
219
|
+
- **Calls on the running game report what is true.** `set_property` on a PIE object answers `saved: false` with `saveSkippedReason` (it lasts until PIE stops); `control_actor` lookups answer at once when the actor is not in the PIE world (`worldName`); a missing object inside an existing package is null, and the not-found text lists the running-game names (`PlayerPawn`, `GameMode`, ...). `eject` leaves the pawn for a free camera and answers once the view has switched (it did nothing), `set_camera` and a screenshot's `location`/`rotation` move that ejected view and say so (`view`), and `game_viewport` photographs it; until the player is ejected they answer `PIE_VIEW_NOT_EJECTED`, naming the fix, instead of moving a hidden viewport and reporting success. `focus_actor` and `set_game_view` refuse the same way, while `set_view_mode` and `set_camera_fov` reach the running game's own view and camera (`method`). `possess` takes the pawn named by `actorName`, or without one brings an ejected player back to its pawn (`returnedFromEject`), and answers once the player is back in the game, or `POSSESS_FAILED` when the player controller ends up holding no pawn; it possessed nothing and said it had.
|
|
220
|
+
- **A write to a Blueprint's defaults sticks, and the reply says where it landed.** `set_property` on a Blueprint CDO (`blueprintPath`, or a `Default__` `objectPath`) wrote to the default object the compile it then ran replaced: a variable the Blueprint declares got its old value back, while the reply described a `REINST_` copy in `/Engine/Transient` (`saved: false`) and said success. The variable now keeps the value as its default, the reply is read back off the recompiled default object and the Blueprint is saved; a value the compile did not keep fails with `PROPERTY_SET_FAILED`, and a copy a compile left behind is refused with `STALE_TARGET`.
|
|
221
|
+
- **Asset lookups work during Play.** Every asset read goes through the asset registry, so playing a sound, resolving a Blueprint class, `exists`, `ensure_exists`, `probe_handle`, `query_asset` `exists` and `inspect_asset` dependencies and graph no longer report a real asset missing while the game runs; creating a Game Framework class twice answers "already exists" instead of crashing the editor; a working class lookup adds no engine warnings.
|
|
222
|
+
- **Blueprint graph edits.**
|
|
223
|
+
- A refused `connect_pins` answers `CONNECTION_FAILED` with both pins' names, directions and categories, the schema's message and the source's output pins; `build_graph` connect steps use it. `GRAPH_NOT_FOUND` names the graph holding the event, else lists the graphs.
|
|
224
|
+
- `get_node_details`, `get_pin_details`, `delete_node` and `set_node_property` accept `nodeGuid` beside `nodeId` (one is required), and a reply's `nodeId` is the full GUID; `set_node_property` reads `propertyValue` (`value` stays for `build_graph` steps) and refuses a call with none.
|
|
225
|
+
- `inspect_graph` `filter` matches a node's title or name, or any pin's default, text or object path, ignoring case and spaces ("Spawn System" finds `SpawnSystemAtLocation`), and each node row carries its position (`x`, `y`).
|
|
226
|
+
- A `build_graph` create step on a taken slot moves to the nearest free slot (the overlap guard's `suggestedPosition`, found in any direction; it walked right along a crowded row to the graph's far edge) or, failing that, the auto grid (it stopped after 6 tries), and a node placed without a position moves beside the node it is wired to once every step ran, a pure node beside the node that reads it, on that node's side when the spot is taken (it stayed on a grid right of the whole graph); a `MakeStruct` or `BreakStruct` node takes `structPath` and is refused without it (it came out pinless, as "Make <unknown struct>") and `placementWarning` reports a moved position; a step whose `pinDefaults` fail removes its node and literals and publishes no alias.
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227
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+
- Reading a graph never compiles it; a single edit leaves the Blueprint saved after compiling, and a `build_graph` batch saves once.
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228
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+
- `create_node` accepts `GetVariable`, `SetVariable` and `K2Node_` forms in any case, CallFunction reads `functionName` beside `memberName`, and `memberClass` (a function, variable or event node's) and a Cast's `targetClass` resolve `BP_X_C` and `/Game/.../BP_X`; a function that `memberClass` lacks is answered with the classes that declare it, component and actor classes included (`SetScalarParameterValueOnMaterials` asked of `PrimitiveComponent` came back a bare "not found": only function libraries were searched).
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229
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+
- **Blueprint variables, functions and events.**
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230
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+
- `add_variable` refuses a name the parent class, a component, a function or an event already has (`VARIABLE_NAME_CONFLICT` names the inherited property) and a default that does not fit (`DEFAULT_NOT_APPLIED`); `get_blueprint` reports a bool default as a JSON boolean.
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231
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+
- `add_function` sets access from `isPublic`; `ensure_exists` checks the place `name` plus `savePath` would create; `set_metadata` with `propertyName` writes to that variable, and without it a Blueprint with no generated class answers `BLUEPRINT_NOT_COMPILED`.
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232
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+
- `add_event` and `remove_event` honour `graphName` (`GRAPH_NOT_FOUND`); `remove_event` takes `eventName`.
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233
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+
- **SCS edits reach placed actors.**
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234
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+
- Collision edits on a component template (profile, enabled state, object type, responses) reach placed actors for `edit_scs`/`modify_scs` and `set_scs_property`; `edit_scs` `set_transform` and `set_property` update placed copies too.
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235
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+
- Each change reports `instancesUpdated` (0 included) and `updatedInstances` (at most 3 paths); a mesh or material on an invisible or hidden-in-game component adds a hint to the summary and `warnings`.
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236
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+
- `remove_scs_component` with `componentNames` removes them all, then compiles and saves once.
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237
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+
- **Property paths resolve the same way everywhere.** A bare name that is not a component property resolves to the one struct member at any depth that carries it (several is an error naming the candidates), in `get_component_property`, `set_component_property(ies)`, `add_component`, `set_scs_property`, `modify_scs` and `get`/`inspect` `get_property`/`set_property`; collision keys use the component's collision setters, and a `BodyInstance.*` write on a live component recreates physics state. A name that is not there lists up to 8 similar properties of that scope. `set_property` on an object inside a material or material function (a material expression such as a `TextureObjectParameter`) rebuilds that material (`materialRebuilt`), so a new `ParameterName` or default `Texture` shows on its material instances at once instead of after some other call recompiled it.
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238
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+
- **`add_component` and Blueprint `create` report what they could not apply.** `create` writes `properties` the way `set_property` does (a JSON object fills a struct) and lists `appliedProperties` and `failedProperties`, naming the misses in its message. `add_component` shares `set_component_properties`' property bag, warns when `meshPath` does not load or the component takes no mesh, and answers `PROPERTY_CONVERSION_FAILED` (nothing applied) or `PARTIAL_FAILURE` while keeping the component; an unapplied `Mobility` is reported too.
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239
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+
- **`convert_to_nanite` makes Nanite meshes, and `nanite_rebuild_mesh` sticks.** From UE 5.1 `convert_to_nanite` baked plain static meshes while replying `naniteEnabled: true`; it now turns Nanite on and reads the flag back from the mesh (`NANITE_NOT_ENABLED` if it is still off). `nanite_rebuild_mesh` rebuilt the mesh on 5.7+ only, never saved it, echoed its request and reset the mesh's position precision and fallback settings; it now changes only Nanite and `trianglePercent`, rebuilds and saves on every version (`SAVE_FAILED` otherwise) and replies with the mesh's own `naniteEnabled` and `trianglePercent`, the same over both routes.
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240
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+
- **Long calls say what Unreal is doing instead of failing.** A call still open after 27 s answers with `task.state` `running` while the work goes on, where it used to hit the client's time limit in silence. Through the stdio server only a call with an `idempotencyKey` and no `timeoutMs` answers that way, since resent with the same key once the work is done it answers with the real result; any other call waits for its result. On the editor's own MCP server the answer also names what the editor is working on and how far it has got (`queued` if it has not started, with `progress`); until then it hears every 8 s what the editor is doing, and thumbnail and LOD progress now reach it too. `EDITOR_BLOCKED` names the work holding the editor, its last progress and the shaders still compiling. `asset.delete` on a folder reports as it goes and removes unloaded assets that nothing outside the delete references straight from disk instead of loading them first (a 9,000-asset folder held the editor for over 15 minutes without a word).
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241
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+
- **Object and class references can be cleared, and a wrong one is refused.** Wherever a property value is written (`edit_scs` `properties`, `set_scs_property`, `set_property`, `set_component_property`, Blueprint `create` and the rest), `null`, `""` or `"None"` clear an object, class or soft reference (`null` and `"None"` were refused, so a child actor's class could not be emptied), and a path to an object of the wrong class is refused with the class the property holds, where it used to be stored as-is.
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242
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+
- **Actor calls tell the truth.** A `set_transform` batch re-checks every item against the finished layout; the placement check no longer takes something an actor holds up for the floor under it (shelf legs poking into their deck read as sunk by their full height, with a suggested height on top of the deck), and checks a box overlap against the collision shapes before reporting it (a blimp beside a mountain peak "intersected" the cone's mostly empty box), and no longer calls an actor held from the side floating (20 window bands flush on a hall and 96 awnings on a facade read "floating 139 / 521 units": only support from below was looked for; an actor whose bounds touch or overlap another actor's vertical face now reports `mountedOn` instead, in `set_transform`, `spawn` and `audit_placement` alike); `audit_placement` rows list every actor they intersect (`overlappingActors`), where only the deepest was named, and its `nameFilter` (and `fix_coplanar`'s) matches the object name it reports for actors sharing a label; `find_by_tag` walks the running game during PIE; an incomplete `delete` answers `DELETE_PARTIAL` (or `NOT_FOUND`) with `deleted`, `missing` and `undo`; `delete`/`delete_by_tag` are one undo step, and so are `spawn`, `spawn_blueprint` and `spawn_batch` ("Spawn Actors": one step for every actor the call made, `undo` in the reply; `control_editor.undo` answered `NOTHING_TO_UNDO` after a spawn) and `set_material` (one actor, or an `actorNames` list as one step, `undo` in the reply; it had none); `set_visibility` and `set_actor_collision` take `actorNames` as `add_tag` does (hiding 17 actors was 34 calls; one call and one undo step, `undo` in the reply, on a Blueprint actor too, where a billboard made without `RF_Transactional` made `set_visibility` answer `undoable: false` and `set_actor_collision` had no undo at all; names not found come back under `missing` (`ACTOR_NOT_FOUND` when none is) and the actors changed under `affectedActors`, so the receipt lists each as a change and gives it an actor handle (the first 20), as it does for `add_tag` and `set_material` with `actorNames` and for the `spawn_batch`, `set_transform` and `set_blueprint_variables` batches, whose receipts were empty; a single `set_blueprint_variables` names the instance it changed); `call_actor_function` runs Blueprint custom events on editor actors; `set_blueprint_variables` whose every name misses answers `PROPERTY_NOT_FOUND` listing the actor's Blueprint variables and changes nothing (it answered "Variables updated"); `find_by_name` with no match offers `similar` labels ("Bug1" finds Bug_01), and any `ACTOR_NOT_FOUND` hands back that find as its `nextCall`; replies name clashing labels by object name.
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243
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+
- **`control_editor.undo` and `redo` work.** They undo or redo the last transaction ("Undid: <title>") and answer `NOTHING_TO_UNDO`, `NOTHING_TO_REDO`, `UNDO_FAILED` or `REDO_FAILED`.
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244
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+
- **Fab opens its own tab.** Fab calls answered `FAB_NOT_READY` until someone opened Window > Fab: the auto-open never ran the menu item's action. It does now.
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245
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+
- **Saves and deletes never open a dialog.** Asset and level saves run unattended, and `bulk_delete` never shows the delete confirmation, so no prompt blocks the editor.
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246
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+
- **Widget edits.**
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247
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+
- `bind_widget` writes real property bindings (text, color, enabled, visibility; `bind_percent` for Progress Bar, Slider, SpinBox) from `bindingSource`, a pure function or a variable (read through a generated `Get_<Widget>_<Property>` getter); refusals are `SIGNATURE_MISMATCH`, `SOURCE_NOT_FOUND`, `NOT_BINDABLE`, and `BINDING_INVALID` removes one that does not compile.
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248
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+
- `bind_on_clicked` and `bind_on_value_changed` (function named by `bindingSource`) and `bind_on_hovered` (`onHoveredFunction`, `onUnhoveredFunction` for pointer-leave) hang a call to the function off the widget's event, creating it when missing (`BIND_FAILED` if the event already runs other nodes).
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249
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+
- Widget adds compile the Widget Blueprint (except during PIE), so a new, copied or renamed widget is usable in a graph at once; `VARIABLE_NOT_FOUND` says whether Is Variable is off or the class is stale.
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250
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+
- A widget name that would break the Blueprint is refused (`NAME_CONFLICT`, with a free-name suggestion); reusing the root's name no longer overflows the stack, and a refused add never removes a widget.
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251
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+
- `add_widget_component` takes `slotName` and `parentSlot` (`PARENT_NOT_FOUND` if not a panel); `system_control` `add_widget_child` forwards to it, registers the widget, gives a lone leaf a `RootCanvas` and applies `name`, `text` and `parentName`.
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252
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+
- Typed adds apply what they declare: `isEnabled`, `add_button`'s dark `<slotName>_Text` label, `add_image` `brushSize` (also on the ready-made screens; `ASSET_NOT_FOUND`), rich text `fontSize`, `inputType`, list/tree orientation, grid columns/rows, `wrap_box` `wrapWidth`, `positionX`/`positionY`/`sizeX`/`sizeY`, `maxDesiredWidth`/`maxDesiredHeight`, border `contentColorAndOpacity`.
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253
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+
- `set_anchor`, `set_position`, `set_size` and `set_z_order` refuse a non-canvas slot (`INVALID_SLOT`, naming `set_alignment` or `set_padding`); `set_anchor` keeps the corner not given and refuses an unknown preset; `set_size`/`set_z_order` refuse an empty call; `set_padding` works on any margin slot and keeps unsent sides; `set_render_transform` starts from the current one; `set_visibility`/`set_clipping` refuse misspellings.
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254
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+
- `set_style` saves the Widget Blueprint (`saved`, `saveSucceeded`, `appliedFields`), edits a TextBlock, a Button's child label or a RichTextBlock, declares `propertyName`/`value` for reflected properties (a dotted path such as `Font.OutlineSettings.OutlineSize` outlines text), and refuses an empty call or `outlineColor`/`outlineWidth` without `cornerRadius`; `set_font` keeps the size when only `font` is sent and refuses an unloadable font.
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255
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+
- `add_animation_track` finds or creates the RenderOpacity, ColorAndOpacity or RenderTransform track for `trackType` (`trackCreated`, `bindingCreated`, `propertyName`, `saved`); `create_widget_blueprint` resolves `parentClass` by name or path and refuses a non-UserWidget (`INVALID_PARENT_CLASS`).
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256
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+
- **Character and interaction edits.**
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257
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+
- Inventory: a loot entry or recipe ingredient added after a removal gets a new key instead of overwriting one; `set_item_icon` and `configure_item_stacking` fail with `PROPERTY_NOT_FOUND` when the item has no such property; `set_inventory_replication` keeps a RepNotify function; `get_inventory_info` declares the `lootEntryCount` it sends.
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258
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+
- The `configure_*` character actions save after compiling (`SAVE_FAILED`); `configure_crouch`, `configure_capsule_component` and `configure_camera_component` write only fields sent and reply with the Blueprint's values (`NOT_A_CHARACTER` on the first two).
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259
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+
- `set_walk_speed`, `set_jump_height`, `set_gravity_scale`, `set_ground_friction` and `set_braking_deceleration` require their value (`NOT_A_CHARACTER`); `configure_movement_speeds` declares the jump, air-control, gravity and friction fields.
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260
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+
- `create_character_blueprint` derives from `parentClass` (a Character subclass, else `INVALID_PARENT_CLASS`) and answers `SAVE_FAILED` if it cannot save.
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261
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+
- `configure_door_properties`, `configure_chest_properties` and `configure_switch_properties` write only fields sent; `create_door_actor` declares `locked`; `create_switch_actor` stores `SwitchType`.
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262
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+
- **Animation edits.**
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263
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+
- `set_bone_parent` reads `parentBoneName` (`PARENT_NOT_FOUND`), `add_bone` before `parentBone`; `set_bone_key` reads `location`/`rotation`/`scale` arrays; `set_sequence_length` takes `numFrames` or `length` in seconds, keeps the frame rate and refuses under one frame.
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264
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+
- `add_physics_constraint` refuses an existing pair (`CONSTRAINT_EXISTS`); `set_physics_constraint` edits (either order) or creates the constraint, changes only the axes named, and requires `bodyA` and `bodyB`.
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265
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+
- `auto_skin_weights` recomputes LOD 0 weights with GeometryScripting on UE 5.5+, elsewhere `NOT_SUPPORTED`.
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266
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+
- `create_montage` loads `animationPath` as the first slot segment, takes its skeleton when `skeletonPath` is omitted (`SKELETON_MISMATCH`) and reuses an existing montage; `create_animation_blueprint` derives from `parentClass` (`INVALID_PARENT_CLASS`) and takes the skeleton from `skeletalMeshPath` if `skeletonPath` is empty.
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267
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+
- `add_layered_blend_per_bone` applies `layerSetup[].branchFilters` (`BONE_NOT_FOUND`, `INVALID_LAYER_SETUP`); `add_blend_node` builds TwoWayBlend, BlendListByBool, BlendListByInt or LayeredBoneBlend, else `UNKNOWN_BLEND_TYPE`; `set_interpolation_settings` maps `interpolationType` onto every axis (`INVALID_INTERPOLATION_TYPE`).
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268
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+
- `add_blend_sample` places `sampleValue` `[x, y]`; `set_blend_in`/`set_blend_out` change only what is sent (`INVALID_BLEND_OPTION`); `set_additive_settings` refuses an unloadable base pose; `play_montage` applies its rate (`MONTAGE_PLAY_FAILED`); `configure_vehicle` accepts only `WheeledVehicle4W` or `WheeledVehicle`; `animationPath` is no longer copied into `assetPath` for the sample and slot actions.
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269
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+
- The `animation_physics` records declare `save`, `positionX`/`positionY`, state-machine `states`/`transitions`, transition settings, blend-space axes, `groupName`, `numFrames`, `assetType`, `createIfMissing`, notify `time`/`trackIndex` and `create_control_rig` `skeletalMeshPath`/`modularRig`.
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270
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+
- Skeleton, mesh, physics-asset, cloth, morph-target and skin-weight edits honour `save: false` (default true; `remove_socket`, `remove_physics_body`, `set_physics_asset` always save).
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271
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+
- **Levels.**
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272
|
+
- `manage_level` `save` with `savePath` saves as that path; `save`/`save_as` answer `LEVEL_NOT_LOADED` when `levelPath` is not the open level, `add_sublevel` `PARENT_LEVEL_NOT_LOADED`.
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273
|
+
- `get_summary` of a loaded level reads `assetClass` and tags from the map asset, and its `actorCount` (also `get_current_level`) counts the actors in it, not the empty slots a Blueprint recompile leaves (36 extra after one); `load` with `streaming: true` adds the level as a sublevel; `load` of the level that is already open reloads nothing and says so (`alreadyLoaded: true`, `reloaded: false`, and its `unsaved` state: its unsaved changes are kept, where it answered "Level loaded" and `dirtyWorldPackagesBeforeLoad: 0`), the dirty counts are read in every mode, and `saveDirtyPackages` saves in an interactive editor too (it was ignored there). Opening another level over unsaved level changes is refused with `DIRTY_PACKAGES`, which lists them in `unsavedPackages`: `load`, `create_level`, `control_editor` `open_level` and `manage_level_structure` `create_level` with `loadAfterCreate` dropped them without a word in an interactive editor. `load` takes `discardUnsaved` to drop them on purpose.
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274
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+
- `create_level` takes `levelPath` (`savePath` is an alias; a last segment equal to `levelName` is the full path, else the parent folder), drops `template`, and `saveDirtyPackages` saves blocking dirty packages first (`DIRTY_PACKAGES`).
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275
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+
- `.t3d` `export_level` exports the world `levelPath` names; `import_level` onto an existing destination without `overwrite` answers `DESTINATION_EXISTS`; `set_metadata` refuses a missing metadata object.
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276
|
+
- `create_sublevel` and `configure_level_streaming` apply `streamingMethod` (Blueprint or AlwaysLoaded, else `INVALID_ARGUMENT`); `configure_level_streaming` changes visibility, block-on-load and distance flags only when sent.
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277
|
+
- `enable_world_partition` applies `bUseExternalActors` (reply `usesExternalActors`); `bEnableWorldPartition: false` on a partitioned level is `NOT_SUPPORTED`.
|
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278
|
+
- `create_minimap_volume` reads `location` and `extent` (a TriggerBox `boxExtent`, else `extent`), post-process volumes `bEnabled`, an attached physics volume `priority`. `create_volume` declares `priority`, `killZHeight`, `postProcessSettings`; `set_volume_properties` applies `priority`, `blendWeight`, `bEnabled` on a PostProcessVolume and declares `bPainCausing`, `damagePerSec`, `reverbVolume`, `fadeTime`.
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279
|
+
- **Data assets.**
|
|
280
|
+
- `duplicate_struct` treats `destinationPath` as a folder when `destinationName` is given, it ends in `/` or it names a folder (the copy was named after the folder); `export_struct` member metadata survives `import_struct`; `create_enum` and `create_struct` report `saved` from the save itself; `get_metadata` no longer sends `debug_has_meta`.
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281
|
+
- `set_struct_as_row_struct` binds the struct to the table like `set_data_table_row_struct` (`dataTablePath`, `rowStructPath`, `migrateExistingRows`, `clearExisting`; reply `migratedCount`, `invalidRows`, `saved`).
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282
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+
- DataTable errors name the missing field or unloadable path, `delete_data_table_row` answers `ROW_NOT_FOUND`, and row writes reply `saved` (`rowsCleared` for a clear).
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283
|
+
- Enum and instanced-struct failures come back as failures (`ASSET_NOT_FOUND`, `MISSING_PARAMETER`, `NOT_FOUND`, `DELETE_FAILED`); `split_enum` `index` copies every value from that position on.
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284
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+
- `add_struct_member` applies `tooltip`/`metadata` and takes `members[]`; `import_struct` reads a JSON `sourcePath` and can create the struct; `create_struct` takes `structPath`, `rename_struct` `destinationFolder`/`newStructPath`, `delete_struct` `force`; `set_instanced_struct_property` honours `save: false`.
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285
|
+
- `asset` `delete` keeps an asset referenced from outside the delete unless `force: true`, listing it in `referencedPaths` (`ASSET_REFERENCED` when nothing was deleted), and a still-loaded asset whose file stayed on disk says so; `source_control_checkout`/`submit` read `paths`; `get_source_control_state` honours `recursive` and `assetPaths`; `search_assets` `classNames` takes any loaded short class name; `generate_lods` takes `lodCount` over `numLODs` and saves a dynamic mesh bake to `outputPath` (default `/Game/GeneratedMeshes/<actor>_LOD`, not `/Game/MCPTest`).
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286
|
+
- **Renames keep the project working.** `rename`, `move` and `bulk_rename` re-point native class defaults (default map, game mode, input mapping contexts, per-map editor views), `MapsToCook` and, for a moved folder, `DirectoriesToAlwaysCook`, save the changed config, roll back on failure and name hard references under `blockingReferences`. `bulk_rename` answers `renamed: 0` with `notRenamed[]` (`BULK_RENAME_FAILED`), `rename` `DESTINATION_EXISTS`; `fixup_redirectors` and `bulk_delete`'s redirector pass no longer open the engine's report dialog.
|
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287
|
+
- **Materials and textures.**
|
|
288
|
+
- Texture edits, resize, `channel_pack`, `combine_textures` and `create_normal_from_height` read single-channel G8 textures such as `channel_extract` output (other formats fail naming the format), and `resize_texture` and `combine_textures` keep the source's sRGB setting.
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289
|
+
- `get_material_info` reads a material instance (`assetType`, `parent`, `baseMaterial`, `parameterOverrides`), declares `filter`, `nodeId`, `nodeIds`, and lists texture parameters beside the scalars and vectors (each with its default `texture` path and `samplerType`; a runtime virtual texture parameter its virtual texture), which it skipped; `find_node` matches a texture parameter by its parameter name.
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290
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+
- `set_two_sided` honours `value: false`; `add_math_node`, `add_panner`, `add_rotator`, `add_noise` and `add_voronoi` apply their knobs and refuse one the node lacks (`add_noise` `octaves` is gone).
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291
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+
- `find_node` reads `nodeName` and matches node ids; `delete_node` takes `nodeId` or `nodeIds`, lists `notFound` and fails `NOT_FOUND` when none match; `get_material_node_details` picks by `expressionIndex`; `build_material_graph` `add_scalar_parameter` accepts `name`; a Custom node's `additionalOutputs` rebuild its pins so they wire at once; `update_custom_expression` on its own compiles and saves the material and replies `compiled`, `compileErrors` and `saved` as `compile_material` does (it left the material unsaved and said nothing of a compile error); `disconnect_nodes` fails `PIN_NOT_FOUND` when no pin matched (it answered success) and unplugs a Custom node or function-call input by label; `connect_nodes` and `disconnect_nodes` take a Cloth material's pin names on the material output (`Cloth`, `FuzzColor`) and the engine's `CustomData0`/`CustomData1` (only the clear-coat names worked), `disconnect_nodes` reads `Base Color`-style spellings as `connect_nodes` does, and an unknown output pin lists every accepted one; a batch (`build_material_graph` or `add_material_node` `nodeKind: batch`) compiles the material once, at its end: its steps no longer recompile the half-built graph, so no step's compile warning (`Custom material X missing input 20 (OP)` before the wire feeding it) reaches `warnings` or `engineWarnings`, for a saved material as well as a new one; a step that fails compiles what was applied before it.
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292
|
+
- `create_decal_material`, `create_landscape_material` and `create_post_process_material` take `materialDomain`, `blendMode`, `shadingModel`, `twoSided`, `save`; `add_static_switch_parameter` declares `defaultValue`/`group`, `add_vector_parameter` `group`, `add_texture_sample` `parameterName`, `set_material_parameter` `texturePath`.
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293
|
+
- `create_noise_texture` reads `noiseType` (Perlin, FBM, Ridged, Billow; else an error) and the generators declare `outputPath` and their knobs; `set_streaming_priority` sets `neverStream` only.
|
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294
|
+
- **Landscape and foliage.**
|
|
295
|
+
- `create_landscape` builds the size it is given: `quadsPerSection` (or `sectionSize`) accepts only 7, 15, 31, 63, 127 or 255 with 1 or 2 sections.
|
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296
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+
- `add_landscape_layer` takes the material in `materialPath`, puts the layer info in its folder (or `path`) and replies `layerInfoPath` and `saved`; a physical material that fails to load errors first.
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297
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+
- Landscape calls take `landscapeActorPath` beside `landscapeName`/`landscapePath`; `sculpt` uses `tool`/`radius`/`falloff` and refuses tools other than Raise, Lower and Flatten; `paint_landscape(_layer)` paints the disc at `location` and `radius` (or the whole landscape) and keeps other weights.
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298
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+
- `configure_landscape_lod` fails when nothing applies, `configure_landscape_material` declares only the material, and `create_procedural_terrain` labels itself `ProceduralTerrain` by default and errors on a material that does not load.
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299
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+
- `add_foliage` with a foliage type or any of `locations`, `count`, `radius` scatters instances (a lone `meshPath` only makes the type); `add_foliage_instances` forwards `meshPath`; `remove_foliage` errors on nothing named, a missing type or a malformed `area`; `get_foliage_instances` refuses an unknown type (`FOLIAGE_TYPE_NOT_FOUND`).
|
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300
|
+
- `configure_foliage_*` fails on a mesh that does not load, reads `minScale`/`maxScale` independently, sets collision from `collisionEnabled`, answers `CONFIGURATION_FAILED` on a failed setting and names every property it wrote in `configuredProperties` (it listed only the `settings` entries, so a mesh change answered count 0 and an empty list); a mesh change adds `previousMesh`, `placedInstances` and `instancesShowingNewMesh` (the placed instances whose component now draws it); `create_procedural_foliage` labels its volume from `volumeName` and answers `RESIMULATION_FAILED` when nothing was placed.
|
|
301
|
+
- **Environment, lighting and rendering.**
|
|
302
|
+
- With no name, the sky atmosphere, sky light, directional-light atmosphere, height fog, volumetric cloud, wind and sun-position calls edit the level's first actor of that class and spawn one only when none exists.
|
|
303
|
+
- `cubemapPath` alone sets a sky light's source (`CONFIGURATION_FAILED` / `ASSET_NOT_FOUND` when it does not load), and `create_light` of type sky applies `intensity` and `color`.
|
|
304
|
+
- `configure_sky_color_curve` and `configure_light_color_curve` treat `curvePath` as the curve asset, replacing its `keys` or creating it; water settings land on the body just created or found (`CONFIGURATION_FAILED`). Unread inputs (sky atmosphere `intensity`, cloud and rain `density`, `set_time_of_day` `propertyValue`, `configure_water_waves` `speed`) are no longer declared.
|
|
305
|
+
- `configure_shadows` sets `sg.ShadowQuality`, `r.Shadow.DistanceScale`, `r.ContactShadows` and `r.RayTracing.Shadows` and errors when nothing is supplied; `set_exposure`, `set_ambient_occlusion` and `setup_global_illumination` apply what they report (`GI_METHOD_NOT_APPLIED`).
|
|
306
|
+
- Single-value post-process variants write only the keys passed, lens variants answer `NO_SETTING_SUPPLIED` on an empty call, a `settings` object where no key is an engine field fails naming the closest fields (it answered success with every key under `unsupportedSettings`), `blendWeight` and `infiniteUnbound` are declared; reflection captures and planar reflection read `name` before `actorName`; `configure_capture_source` rejects an empty `captureSource`; `configure_indirect_lighting_cache` applies `enabled`.
|
|
307
|
+
- `create_spline_actor` and the spline templates place `points` (`position` or `location`, tangents, rotation, scale) and read `name` before `actorName`; `add_spline_point` applies its tangents.
|
|
308
|
+
- **Sequencer.**
|
|
309
|
+
- `play` applies `startTime` (seconds) and `loopMode` (`once` or `loop`; `EDITOR_NOT_OPEN` if no Sequencer opened); `currentFrame`, `playbackStart` and `playbackEnd` are display-rate frames.
|
|
310
|
+
- Cinematic tracks take `startFrame`, `durationFrames`, `endFrame`, `rowIndex` and `bindingGuid`; particle and material tracks resolve their binding from `actorName` or `bindingGuid`; camera shake binds to the `cameraName` camera; `startFrame` is a material parameter key's time.
|
|
311
|
+
- `add_shot_track`, `add_subsequence` and `configure_shot_settings` take the master sequence from `path`; `configure_shot_settings` finds the shot by `sectionIndex`, then `shotSequencePath`, then `name`, and changes only the start or length sent.
|
|
312
|
+
- `add_camera` with `spawnable: true` creates a sequence-owned camera and replies `bindingGuid` (`SPAWNABLE_CREATION_FAILED`); `create_cine_camera_actor` declares the lens, filmback and focus fields; `configure_camera_settings` needs `actorName` or `cameraName`.
|
|
313
|
+
- `list` searches its `path` (default `/Game`; outside the mounted roots is `INVALID_ARGUMENT`); Movie Render Queue jobs are picked by `jobId` or `renderJobName`, `create_render_job` declares the output settings, and `start_render` declares `onlyJob` and `timeoutMs` (max 300000).
|
|
314
|
+
- Take Recorder applies `takePresetPath` (`TAKE_PRESET_NOT_FOUND`), validates `duration` (0-86400 s) and stops after the countdown plus `duration`; replay, media and metadata records declare `replayName`, `additionalOptions`, `key`, `value`; `create_media_sound_component` requires `actorName` and `mediaPlayerPath`.
|
|
315
|
+
- **Audio.**
|
|
316
|
+
- `location`, `rotation` and `size` are `[x, y, z]` arrays, coerced by the gateway from `{x, y, z}` and `{pitch, yaw, roll}`; `play_sound_attached` attaches a new component to the named component or socket (`ATTACH_POINT_NOT_FOUND`), applies volume and pitch and plays it.
|
|
317
|
+
- `create_audio_component` applies `volume` and `pitch`, activates unless `autoPlay: false` and answers `ACTOR_NOT_FOUND` for an unknown `actorName`; `create_ambient_sound` applies the attenuation and concurrency it loads; the fade actions read `fadeInTime`/`fadeOutTime` before `fadeTime`, and `fade_sound_out` uses `targetVolume`.
|
|
318
|
+
- `create_reverb_zone` loads `reverbEffect` first, rejects a non-positive `size` and builds the box brush at half the size (default 500 per axis).
|
|
319
|
+
- `set_class_parent` reads `parentClass` (`PARENT_NOT_FOUND`, `CYCLIC_PARENT`) and keeps `ChildClasses` in step, and `create_sound_class` applies it; `configure_occlusion`, `configure_spatialization` and `configure_distance_attenuation` read their declared names, refuse unknown values, and change the curve only when `distanceAlgorithm` is sent.
|
|
320
|
+
- `create_submix_effect` builds a Reverb, EQ or Dynamics preset (`UNSUPPORTED_EFFECT_TYPE`); `create_dialogue_wave` fills its first context from `wavePath` and `speakerPath`; `create_dialogue_voice` refuses an unknown gender or plurality; `add_mix_modifier` writes the fade times; `configure_mix_eq` applies flat band fields; `create_source_effect_chain`, `add_source_effect`, `create_submix_effect` and the MetaSound edits honour `save` (default true); `set_metasound_default` reads `defaultValue` first.
|
|
321
|
+
- An unloadable `wavePath`, attenuation, concurrency, effect preset, reverb effect, dialogue speaker or target voice is refused before anything is created; `set_audio_occlusion` without `soundPath` is `INVALID_ARGUMENT`.
|
|
322
|
+
- `create_metasound` takes the `assetPath` the other MetaSound edits take (or `name` and `path`) and refuses a MetaSound already at that path with `ASSET_EXISTS`: it rebuilt a loaded one in place, and replaced one on disk at save.
|
|
323
|
+
- `add_metasound_node` on an unknown class answers `NODE_CLASS_NOT_FOUND` with `candidateNodeClasses` and `acceptedNodeTypes`; `connect_metasound_nodes` `EDGE_FAILED` says which side is wrong (no pin, type mismatch, loop) and lists only the two nodes' pins under `sourceOutputs` and `targetInputs` (frontend V2 builds).
|
|
324
|
+
- **Effects and GAS.**
|
|
325
|
+
- `activate_effect` finds the Niagara component by `assetPath` and the lifecycle actions read `actorName` before `systemName`; `set_niagara_parameter` with `assetPath` and no actor sets and saves the system's user-parameter default; `set_parameter_value` takes vector and colour arrays and a `parameters` list (`[{parameterName, parameterValue}]`, up to 200): every entry is written, the system saved once, each entry reported with `applied` or its `error`, and `PARAMETER_BATCH_INCOMPLETE` names any that failed (the others stay written); `parameters` beside a `parameterName` is refused.
|
|
326
|
+
- Niagara authoring returns `TEMPLATE_NOT_FOUND` before creating a system, `NIAGARA_DI_CREATE_FAILED` when a data interface added nothing, `ASSET_NOT_FOUND` for a renderer material or mesh that does not load, and `UNSUPPORTED_PROPERTY` for any `set_emitter_properties` key but `enabled`.
|
|
327
|
+
- `add_light_renderer_module` writes `RadiusScale` and `create_dynamic_light` `intensity` only when sent; `debug_shape` `color`/`boxSize` and `niagara`/`spawn_niagara` `scale` take a number, an array or `{x, y, z}`.
|
|
328
|
+
- `set_activation_policy`, `set_instancing_policy`, `configure_asc` `replicationMode` and `set_effect_stacking` parse enums first and answer `INVALID_ARGUMENT` with nothing changed; an unregistered tag is `GAMEPLAY_TAG_NOT_REGISTERED`; `set_modifier_magnitude` writes SetByCaller magnitudes and refuses a negative `modifierIndex` and other types (`UNSUPPORTED_MAGNITUDE_TYPE`).
|
|
329
|
+
- The GAS records declare the spellings the handlers read first (`activationPolicy` LocalOnly, LocalPredicted, ServerOnly or ServerInitiated, `instancingPolicy`, `modifierOperation`, `modifierMagnitude`, `cancelAbilitiesWithTag`, `blockAbilitiesWithTag`); `create_gameplay_effect` declares `duration` and `period`.
|
|
330
|
+
- **Editor and system.**
|
|
331
|
+
- `full_editor_window` without a `window` selector always captures the main editor frame (a minimized frame is restored without focus and minimized again after the capture, else `EDITOR_WINDOW_MINIMIZED`; `mainWindow` says which was captured); every screenshot mode honours `path`.
|
|
332
|
+
- `create_bookmark` and `jump_to_bookmark` drive the viewport's numbered slots (`id` required, else `INVALID_ARGUMENT`; an empty slot is `BOOKMARK_NOT_FOUND`); `set_editor_mode` answers `MODE_NOT_ACTIVATED` when the mode is not active.
|
|
333
|
+
- `show_stats`/`hide_stats` toggle only when the stat is not already in the wanted state; `set_immersive_mode` fails with `NO_VIEWPORT` when nothing applied; `start_recording` needs PIE, verifies the demo driver and applies `frameRate`, `durationSeconds`; `close_asset` answers `EDITOR_NOT_OPEN` and reports `editorsClosed`.
|
|
334
|
+
- `set_project_setting` saves a per-user settings class (such as `EditorPerProjectUserSettings`) to the user's config (`configFile`); a raw key with no settings property reaches DefaultEngine.ini and is read back; `get_project_settings` has category `packaging` and a keyed read returns only that key.
|
|
335
|
+
- `inspect` `get_property`/`set_property` take `propertyPath` alone and name the missing target; `get_material_details`, `get_mesh_details` and `get_texture_details` return `TYPE_MISMATCH` for the wrong type; `find_by_class` without a class is `INVALID_ARGUMENT`.
|
|
336
|
+
- `set_scalability` requires `level`; `start_profiling` stops after `duration`; `set_fullscreen` reads `windowed` as the inverse of `enabled`; `configure_occlusion_culling` applies `slop` and `minScreenRadius`.
|
|
337
|
+
- `show_widget` honours `duration` (0.5-60 s) and only supports `notification`; `create_widget` refuses an unknown `widgetType` and an existing non-widget asset (`ASSET_TYPE_MISMATCH`); `validate_assets` loads every asset in a folder; `read_log` refuses `category`/`minVerbosity` for non-editor sources.
|
|
338
|
+
- `capture_insights_trace` always writes a file and refuses a network `connectionType` (`INVALID_CONNECTION_TYPE`); `write_snapshot` resolves `snapshotPath` before the trace-file aliases.
|
|
339
|
+
- `control_editor.play` replies once the play world has begun play (20 s cap, `PIE_START_TIMEOUT`) and names it in `pieWorld`.
|
|
340
|
+
- The plugin builds on UE 5.8: the Fab adapter counts a module as present only when its `<Module>.Build.cs` exists, and PCG links normally on 5.8+ (UE 5.2-5.7 keep the delay-load).
|
|
341
|
+
- **Networking, input, AI, combat and geometry.**
|
|
342
|
+
- `set_replication_condition`, `set_net_dormancy`, `set_net_role` and `set_inventory_replication` answer `INVALID_ARGUMENT` listing the valid names; `set_property_replicated` applies `condition`; `set_net_role` refuses `ROLE_Authority` and answers `NOT_SUPPORTED` for a non-Actor Blueprint; `set_owner` errors on an unmatched owner; `set_autonomous_proxy` and `configure_push_model` fail with no replicated variable; `configure_replication_graph` writes only fields sent; `create_rpc_function` accepts only Server, Client or NetMulticast.
|
|
343
|
+
- `configure_client_prediction`, `configure_server_correction` and `configure_movement_prediction` refuse a non-Character Blueprint (`NOT_SUPPORTED`), and the last applies `networkSmoothingMode`; `configure_net_driver` writes the game net driver's class defaults and `DefaultEngine.ini` (`PERSIST_FAILED`); networking CDO edits refuse an uncompiled Blueprint.
|
|
344
|
+
- `configure_replication` declares `isAutonomousProxy`, `spatiallyLoaded`, `netLoadOnClient` as booleans and `maxClientRate`, `maxInternetClientRate`, `netServerMaxTickRate` (like `configure_prediction`'s `networkMaxSmoothUpdateDistance` and `networkNoSmoothUpdateDistance`) as numbers.
|
|
345
|
+
- `configure_game_rules` requires `bDelayedStart` (`NOT_SUPPORTED` for GameModeBase); `set_respawn_rules` refuses a non-AGameMode child; `configure_spectating` errors on an unloadable `spectatorClass`; `create_*` framework actions refuse an unloadable or unrelated `parentClass`; `create_game_mode` validates class overrides first; `get_game_framework_info` answers `NOT_FOUND` for a missing Blueprint.
|
|
346
|
+
- `enable_input_mapping` answers `PIE_NOT_RUNNING` outside PIE and verifies the context was added; `mute_player` answers `NOT_SUPPORTED` when no voice system muted; `host_lan_server` prefixes `?` to `travelOptions` and hosts nothing without `executeTravel`; `add_mapping` checks trigger and modifier classes first.
|
|
347
|
+
- `add_decorator` attaches to the composite or task `parentNodeId` names (`PARENT_NOT_FOUND`) and builds any concrete `BTDecorator_<Type>`; `configure_bt_node` sets a Blackboard key selector from a plain key name after checking the key and its type.
|
|
348
|
+
- `configure_nav_area_cost` writes only fields sent, saves a Blueprint NavArea and declares `fixedAreaEnteringCost`; `set_ai_perception` applies `dominantSense`; `configure_slot_behavior` answers `GAMEPLAY_TAG_NOT_REGISTERED`; `create_behavior_tree` prefers `path` over `savePath`.
|
|
349
|
+
- `setup_hitbox_component` attaches to `hitboxBoneName` under the Blueprint's skeletal mesh (`NO_SKELETAL_MESH`, `INVALID_ARGUMENT` for an unknown `hitboxType`) and keeps the size not given; `create_weapon_blueprint` and `configure_weapon_mesh` declare `weaponMeshPath` and refuse one that does not load; the other combat handlers answer `SAVE_FAILED` when a save fails.
|
|
350
|
+
- `generate_collision` refuses an unknown `collisionType`; `simplify_collision` works on a copy so the render mesh keeps its triangles; `convert_to_static_mesh` saves the collision body it adds; modeling records declare the knobs their handlers read; rounded bevels are refused before UE 5.4.
|
|
351
|
+
- PCG node edits declare `settings` and `save`, and an explicit `title` wins over the `nodeName` used to find the node.
|
|
352
|
+
- **Handlers that did the opposite of what they described now do it.** `activate_ragdoll` reaches its handler; `create_render_target` maps `RG8` to `PF_R8G8`; `add_state_tree_state` finds a parent at any depth; `inspect_struct` resolves a bare struct name; `inspect_class` returns the class's properties, defaults and ancestors (it failed `OUTPUT_SCHEMA_VIOLATION`); a widget animation key or track that is refused leaves no binding or empty track behind; `enable_gpu_simulation` applies the flags it reports; `create_animation_asset` refuses an existing asset of another class (`ASSET_TYPE_MISMATCH`); `set_loot_quality_tiers` stores the tiers it reports; `configure_grid_size` on a RuntimeHashSet world answers `INVALID_ARGUMENT` for a missing grid unless `createIfMissing`.
|
|
353
|
+
- **Registry installs no longer pin the server's settings.** `server.json` gave its environment variables fixed values (a 30 s timeout for every capability, port 8091, a placeholder project path); they are now defaults and placeholders, `UE_PROJECT_PATH` is marked required, and the capability-token and path-prefix variables are listed.
|
|
354
|
+
- **Plugin and game-feature content reachable without configuration.** The plugin reports the editor's mounted content roots in `bridge_ack` and whenever a mount comes or goes, and the path gate allows them alongside `/Game`, `/Engine`, `/Script`, `/Temp`, `/Niagara` and `MCP_ADDITIONAL_PATH_PREFIXES`. `/ShooterCore/...` used to fail as a `SECURITY_VIOLATION` unless the mount was listed by hand, and create paths under a mount were rewritten to `/Game/...`. Arguments treated as file paths (including `outputPath`, even where it names an asset) never get the reported mounts and allow the static list plus `/Saved` and `/tmp`; the `sourcePath` of `import` and `import_struct`, the screenshot and `export_heightmap` `path`, `heightmapPath`, `externalPath` and a file `exportPath` are now treated as file paths, so they also gain `/Saved` and `/tmp`. A `/`-rooted path starting with two separators (`//host/share`, `/\host\share`) is refused.
|
|
355
|
+
|
|
356
|
+
</details>
|
|
357
|
+
|
|
358
|
+
<details>
|
|
359
|
+
<summary><b>⚠️ Migration</b></summary>
|
|
360
|
+
|
|
361
|
+
- `set_*_class` on `manage_networking`: pass `makeDefault: true` to keep making the game mode the project default; set the level's GameMode Override in World Settings.
|
|
362
|
+
- `edit_widget_blueprint` with `edit: "preview"`: call `preview_widget` instead.
|
|
363
|
+
- `control_actor.list` with `summary: true`: `byClass`, `byTag` and `byFolder` are arrays of `{name, count}` rows sorted by name, no longer `{name: count}` objects, and root actors count under `"(none)"` (and `inspect` `get_metadata` `folderPath` is `""`), not `"None"`.
|
|
364
|
+
- Widgets: `create_widget_template` creates a new asset (`name` required, folder in `path`) and refuses an existing one; `widgetPath`, `folder` and `gridSize` are refused, and `inventory_ui` is `inventory`. `add_game_widget` takes `positionX`/`positionY` (not `x`/`y`) and `parentSlot` (not `parentName`), sizes with `sizeX`/`sizeY`, and refuses `angle`, `brushSize` and `promptFormat`. `add_widget_component` takes `slotName` and `parentSlot` (not `componentName`/`parentName`).
|
|
365
|
+
- Send the parameter names `describe` lists: a stdio call that relied on the removed TypeScript conversions is refused with the declared name in its message.
|
|
366
|
+
- A removed action answers `UNKNOWN_ACTION` with a suggestion.
|
|
367
|
+
- `execute` `options` takes `idempotencyKey`, `expectedCatalogRevision`, `expectedRevisions` and `timeoutMs`; `preview` (`false` was accepted, `true` answered `UNSUPPORTED_PREVIEW`) is refused like any other unknown option, with `UNSUPPORTED_OPTION`.
|
|
368
|
+
- The typed Niagara module adds (`add_spawn_rate_module` and the rest of `add_niagara_module`) insert the stock module with its default inputs and no longer take value settings (`spawnRate`, `burstCount`, `count`, `burstTime`, `spawnPerUnit`, `lifetime`, `mass`, `acceleration`, `forceStrength`, `color`, `colorMode`, `sizeMode`, `uniformSize`, `collisionMode`, `restitution`, `friction`, `dieOnCollision`, `killCondition`, `cameraOffset`); tune the module afterwards with `set_parameter_value`.
|
|
369
|
+
- `bulk_delete` no longer takes `showConfirmation`: the consent grant confirms the delete.
|
|
370
|
+
- Edits that now save by default keep the old behaviour with `save: false`; the GAS Blueprint edits take no `save` and always compile and save.
|
|
371
|
+
- `manage_sequence`: send the master sequence as `path` to `add_shot_track`, `add_subsequence` and `configure_shot_settings` (`shotSequencePath` now picks a shot); `add_section` `start` and `end` are display-rate frames, not ticks; `set_playback_speed` writes the play rate into the level sequence actors that play the sequence.
|
|
372
|
+
- Partial results are reported as failures. `manage_asset` `delete` keeps an asset that something outside the delete still references and lists it under `referencedPaths`; it fails with `ASSET_REFERENCED` only when nothing was deleted (pass `force: true` to delete it anyway). A `control_actor` `delete` that removes only some actors answers `DELETE_PARTIAL`; an `add_component` whose properties or `meshPath` partly fail answers `PARTIAL_FAILURE`, or `PROPERTY_CONVERSION_FAILED` when none applied. The deleted actors and the added component stay, and the reply lists them.
|
|
373
|
+
- Parameters that were declared and never read are refused as `UNDECLARED_PARAMETER`:
|
|
374
|
+
- Blueprints: `connect_pins` `linkedTo`; `probe_handle` `operations`, which never ran (batch graph edits with `edit_graph` `batch`).
|
|
375
|
+
- Levels: `manage_level` `save` `levelName`, `save_as` `destinationPath` and `add_sublevel` `parentPath`; `create_level` `template`; `get_level_structure_info` `levelPath`; `open_level_blueprint` `save`.
|
|
376
|
+
- Animation: `targetSkeleton` on the asset creators (use `skeletonPath`), `assetPath` on the AnimGraph edits (use `blueprintPath`), `path` on `create_state_machine` and `create_blend_tree`, `meshPath` on `create_ik_rig` (use `skeletalMeshPath`), `skeletalMeshPath` on `setup_ragdoll`, `length` on `set_section_timing` and `assetPath` on `setup_ik` (use `path`; the `chain_mapping` kind still takes `assetPath`).
|
|
377
|
+
- Sequencer: `masterSequencePath` (use `path`), `path` and `cameraActorName` on `configure_camera_settings`, `path` and `save` on the camera rigs, `skeletalMeshPath` on the skeletal animation track, `path` on `create_media_sound_component`, `url`, `streamUrl` and `urls` on the media creators and `play_media` (network media was always refused).
|
|
378
|
+
- Effects: `path` and the debug-shape options on `particle`, `path` on `niagara` and `create_volumetric_fog`, `reset` on `reset`, `name` on `add_niagara_module`, `emitterName` on `create_niagara_emitter`.
|
|
379
|
+
- Audio: the free `properties` object on `add_cue_node`, `add_source_effect`, `configure_mix_eq`, `create_reverb_effect`, `create_sound_class`, `create_sound_mix` and `set_class_properties` (send the named fields); `sourceNode`, `sourcePin`, `targetNode` and `targetPin` on `connect_metasound_nodes` (send `sourceNodeId`, `sourceOutputName`, `targetNodeId` and `targetInputName`).
|
|
380
|
+
- GAS: `attributeType` on `add_attribute`.
|
|
381
|
+
- Materials, textures, assets and structs: `add_static_switch_parameter` `value` (use `defaultValue`), `add_noise` `octaves` (use `levels`), `set_streaming_priority` `streamingPriority`, `analyze_graph` `maxDepth`, `get_dependencies` `recursive` and `maxDepth` (direct packages only), `list_structs` `searchScope`.
|
|
382
|
+
- Landscape, environment and lighting: `import_heightmap` `path` (use `heightmapPath`), `path` on `configure_landscape_lod`, the landscape `generate_lods`, `create_sky_sphere` and `create_fog_volume`, `set_time_of_day` `propertyValue`, `intensity` on `configure_sky_atmosphere`, `density` on `configure_volumetric_cloud` and the rain and snow particles, `speed` on `configure_water_waves`, `create_fence_spline` `spacing`, `configure_shadows` `cascadedShadows`, `build_lighting_quality` `settings`, `configure_screen_percentage` `actorName`.
|
|
383
|
+
- Editor, inspect and system: `bookmarkName` and `description` on bookmarks, `metadata` on `control_editor` `start_recording`, `path` on `open_asset` and `close_asset`, `actorName` on `set_camera`, `type` on `start_profiling` and `show_stats`, `channels` on `subscribe` and `unsubscribe`, `widgetPath` on `show_widget`, `mergeActors` and `enableInstancing` on `merge_actors`, `tracePath` and `connectionType` on `capture_insights_trace`, `objectPath` on `inspect_cdo`, and the target parameters on `get_level_details`.
|
|
384
|
+
- Networking and game framework: `replicationPolicy` on `configure_replication_graph`, `predictionThreshold` and `correctionThreshold` on the prediction actions, `allowSpectating` and `spectatorViewMode` on `configure_spectating`, `priority` on `create_input_mapping_context`, `serverName`, `sessionName` and `serverPassword` on `host_lan_server`.
|
|
385
|
+
- Geometry: `maxHullVerts`, `maxVerticesPerHull` and `hullPrecision` on `generate_collision`, which never shaped the hulls (use `maxHullCount`).
|
|
386
|
+
- PCG: `graphPath` on `set_pcg_partition_grid_size`.
|
|
387
|
+
- Records that folded a removed action no longer declare the parameters only that action read (`configure_weapon` and `configure_damage`, `configure_game_mode`, `configure_session` and `configure_voice`, `configure_crafting` and `configure_loot`, `configure_ability`, `configure_interactable`, `configure_character`).
|
|
388
|
+
- Newly required parameters and narrowed values:
|
|
389
|
+
- Blueprints and widgets: `set_node_property` requires `propertyValue`; `bind_widget` requires `slotName`; `create_widget_template` `settingsType` is `all`, `graphics`, `audio` or `controls` (`video` and `gameplay` are refused); `create_widget_blueprint` refuses a `parentClass` that is not a UserWidget class (`INVALID_PARENT_CLASS`); widget animation `trackType` no longer accepts `material` (use `opacity`, `color` or a transform type).
|
|
390
|
+
- Character and animation: `set_walk_speed`, `set_jump_height`, `set_gravity_scale`, `set_ground_friction` and `set_braking_deceleration` require their value; `set_bone_parent` requires `parentBoneName`; `create_montage` needs `skeletonPath` or `animationPath`; the AnimGraph edits require `blueprintPath`; `parentClass` must be a Character (`create_character_blueprint`) or an AnimInstance (`create_animation_blueprint`).
|
|
391
|
+
- Networking: `configure_game_mode` requires `gameModeBlueprint` (a call with only `blueprintPath` is refused).
|
|
392
|
+
- Levels and volumes: `streamingMethod` no longer takes `Disabled`; `create_volume` refuses a parameter its volume class ignores.
|
|
393
|
+
- Sequencer: `play` accepts `loopMode` `once` or `loop` only (not `pingpong`).
|
|
394
|
+
- Effects: `set_emitter_properties` needs `emitterProperties` holding only `enabled`.
|
|
395
|
+
- GAS: `set_ability_costs` needs `costEffectPath` and `set_ability_cooldown` `cooldownEffectPath`; `activationPolicy` takes LocalOnly, LocalPredicted, ServerOnly or ServerInitiated (OnInputPressed and the other old values are refused).
|
|
396
|
+
- Editor and system: `set_scalability` requires `level`; `create_bookmark` and `jump_to_bookmark` require a numeric `id`; `control_editor` `start_recording` and `enable_input_mapping` need a running PIE session; `generate_collision` accepts only box, sphere, capsule, convex or convex_decomposition.
|
|
397
|
+
- Calls that reported success without doing what was asked now fail:
|
|
398
|
+
- Levels: `import_level` onto an existing destination without `overwrite` (`DESTINATION_EXISTS`) or from a `.t3d` file (`NOT_SUPPORTED`), `save` or `save_as` with a `levelPath` that is not the open level (`LEVEL_NOT_LOADED`), `add_sublevel` with a `parentLevel` that is not open (`PARENT_LEVEL_NOT_LOADED`), `enable_world_partition` with `bEnableWorldPartition: false` on a partitioned level (`NOT_SUPPORTED`).
|
|
399
|
+
- Animation: `add_physics_constraint` on a pair that already has a constraint (`CONSTRAINT_EXISTS`; use `set_physics_constraint` or `configure_constraint_limits`).
|
|
400
|
+
- Materials and textures: a material node knob the node does not have, `delete_node` where no id matches, `create_noise_texture` with an unknown `noiseType`.
|
|
401
|
+
- Landscape and environment: `sculpt` with a tool other than Raise, Lower or Flatten, `create_landscape` with a section size the engine cannot build, `remove_foliage` naming nothing, a post-process variant with no value to write, `configure_capture_source` without `captureSource`.
|
|
402
|
+
- `fab_search` rows no longer carry `rawIsFree`: `isFree` is derived from the price, because the listing's own flag disagrees with it.
|
|
403
|
+
|
|
404
|
+
</details>
|
|
405
|
+
|
|
406
|
+
<details>
|
|
407
|
+
<summary><b>👥 Contributors</b></summary>
|
|
408
|
+
|
|
409
|
+
- @theonlymankai-hash for making the plugin build on UE 5.8 (the Megascans probe and the PCG delay-load, #648).
|
|
410
|
+
- @SoloGorilla for letting the content mounts the editor reports through the path checks, so plugin and Fab-pack roots are reachable (#652).
|
|
411
|
+
|
|
412
|
+
</details>
|
|
413
|
+
|
|
414
|
+
<details>
|
|
415
|
+
<summary><b>📊 Change Statistics</b></summary>
|
|
416
|
+
|
|
417
|
+
| Metric | Count |
|
|
418
|
+
|--------|-------|
|
|
419
|
+
| Diff range | `v0.6.0-beta-b..v0.6.0-beta-c` |
|
|
420
|
+
| Commits | 489, the version bump and this release entry included |
|
|
421
|
+
| Files changed | 3,108 (3,053 hand-written, not counting line-ending-only changes) |
|
|
422
|
+
| Insertions / deletions | 104,422 / 492,733 (hand-written: 76,076 / 271,870) |
|
|
423
|
+
| Capability records | 393 |
|
|
424
|
+
| Callable `{tool, action}` pairs | 1,501 |
|
|
425
|
+
| C++ domain directories | 55 |
|
|
426
|
+
|
|
427
|
+
</details>
|
|
428
|
+
|
|
429
|
+
---
|
|
430
|
+
|
|
431
|
+
## 🏷️ [0.6.0-beta-b] - 2026-09-25
|
|
432
|
+
|
|
433
|
+
> [!NOTE]
|
|
434
|
+
> **Beta.** Published as a semver prerelease (`0.6.0-beta-b`) under the npm `beta` dist-tag, so `npm install` keeps serving the newest stable release, **`0.5.30`**. This section is everything on `dev` since the `v0.6.0-beta-a` tag, written from the code diff.
|
|
435
|
+
|
|
436
|
+
> [!IMPORTANT]
|
|
437
|
+
> ### 🧱 Fewer calls, honest replies, and a game you can drive from the tool
|
|
438
|
+
> Batch forms turn a Blueprint graph, a material graph, a MetaSound, a whole level layout or a row of actors into one call each, and a Play-In-Editor game can be played, timed and inspected without the OS cursor. A long list of handlers that answered success for work they never did now report what actually happened. Two small contract changes are listed under **⚠️ Migration**.
|
|
439
|
+
|
|
440
|
+
<details>
|
|
441
|
+
<summary><b>✨ Added</b></summary>
|
|
442
|
+
|
|
443
|
+
#### One call instead of many
|
|
444
|
+
|
|
445
|
+
- **`manage_blueprint.build_graph`** — runs up to 200 graph edits (`create_node`, `connect_pins`, `set_pin_default_value`, `set_node_property`, `create_reroute_node`, `add_variable`) through the ordinary single-step handlers, with their replies captured instead of sent. A step names its node with `id` and later steps refer to it as `"$id"`; `from`/`to` take `"$id.pin"` shorthand; a create step can carry `pinDefaults`; `"$entry"` is the graph's own function-entry node (a Construction Script's start). Nodes without a position fill a grid to the right of the existing graph, and an overlap is retried at the guard's own suggestion. Before any step runs, every function and variable a step names is resolved, so a misspelled name fails the batch with nothing applied; any other failure stops at that step and returns the node ids of the steps that were applied. The Blueprint compiles and saves once at the end.
|
|
446
|
+
- **`manage_material_authoring.build_material_graph`** — adds a material's nodes, wires them and sets blend mode, shading model, domain and two-sidedness in one consented call, then recompiles and saves once through `compile_material` and reports its errors. Only additive edits are batched; deleting and disconnecting keep their own consent. Auto-placed nodes are stacked by their reported height, so tall vector-parameter swatches no longer overlap.
|
|
447
|
+
- **`manage_audio.build_metasound`** — MetaSound `add_node`, `connect`, `set_default`, `add_input` and `add_output` steps in one call, with the same `$id` aliases.
|
|
448
|
+
- **`control_actor.spawn_batch`** — up to 500 actors per call, each item merged over shared `defaults` and run through the ordinary spawn path (mesh, class or Blueprint, per-item `variables`, folder, tags). A failed item is reported and the rest still spawn; `report: "failures"` returns counts and failed items only.
|
|
449
|
+
- **List forms of existing actions**, each item running the single-item path and each reported, with a batch that fails naming only the items that did not apply: `set_transform` `actors` (each with its own location, rotation or scale, as `{x,y,z}` objects or arrays), `set_blueprint_variables` `actors` (each with its own values), `set_material` and `add_tag` `actorNames`, `delete_by_tag` `tags`, `remove_scs_component` `componentNames`, `set_variable_metadata` `variableNames`, `set_material_parameter` and `create_material_instance` `parameters`, and `remove_foliage` `areas`. One consent grant covers the whole list.
|
|
450
|
+
- **An omitted fold selector is inferred** — a call that leaves out a family's selector (for example `nodeKind`) but sends parameters that only one variant declares now runs that variant on both gateways; parameters pointing at different variants still run the default.
|
|
451
|
+
|
|
452
|
+
#### Reading what is already there
|
|
453
|
+
|
|
454
|
+
- **`control_actor.list`** pages with `offset` and `nextOffset`, carries each actor's location, rotation and scale, reads named variables on every row with `propertyNames` (a name the class lacks is listed under `missingProperties` instead of vanishing), and with `summary: true` counts actors by class, tag and outliner folder instead of listing them.
|
|
455
|
+
- **`inspect_graph`** filters and pages a large graph, and a pin's links name the linked node's title.
|
|
456
|
+
- **`get_blueprint`** with `propertyName` returns just that value (read off the class default object when the property is inherited) instead of the whole summary; Blueprint `get_components` gives each component's location, rotation, scale, visibility, mesh, materials and whether it is authored, inherited or native.
|
|
457
|
+
- **`get_niagara_info`** lists every emitter's module inputs with their current values.
|
|
458
|
+
- **`manage_asset.list`** narrows by name with a string `filter` (it used to be ignored).
|
|
459
|
+
- **`system_control.read_log`** returns the recent editor log without a subscription, filtered by text, category or minimum verbosity. `source` reads the UnrealBuildTool log of the last compile (where "Live coding failed" keeps its compiler errors, with the file name kept readable), the Live Coding console log, or a previous editor run's log; `runsBack` reaches past the last restart, and `logFile` names the file read. `console_command` returns the lines the command logged.
|
|
460
|
+
|
|
461
|
+
#### Driving and testing a running game
|
|
462
|
+
|
|
463
|
+
- **`simulate_input` drives Enhanced Input** — `inputAction` (an asset path), `value` and `holdSeconds` inject the action itself, which a raw key never reaches; the reply names `injectedAction`. Holds are measured in game seconds and all end when the editor shuts down; `key_tap` presses and releases, keeping the key down for at least two game frames. `widget_list` names every live UMG widget in a PIE session and `widget_click` presses a Button, toggles a CheckBox or sets a Slider by name, without moving the OS cursor or taking focus.
|
|
464
|
+
- **The game clock acts on the running game** — `set_game_speed` and `set_fixed_delta_time` apply to the PIE world (a fixed step is switched off again when play stops), and `step_frame` steps the requested number of frames in the plugin and reports them.
|
|
465
|
+
- **`control_editor.restore_editor_window`** restores a minimized editor window without activating it, and by default turns off the background CPU throttle that pins a minimized editor's PIE at about 3 fps.
|
|
466
|
+
- **`control_editor.restart_editor`** relaunches the editor on the same project, with `validateOnly`, `delaySeconds`, and `discardUnsaved` (unsaved packages are refused otherwise).
|
|
467
|
+
- **`system_control.launch_build`** smoke-runs the game that `package_project` produced (offscreen by default, 5 to 120 seconds) and `package_status` reports the maps it loaded, its error count and the tail of its log.
|
|
468
|
+
|
|
469
|
+
#### Authoring
|
|
470
|
+
|
|
471
|
+
- **MetaHuman Creator in `manage_character`** — `metahuman_status`, `create_metahuman`, `rig_metahuman` (Epic's cloud auto-rig, non-blocking by default), `build_metahuman` and `export_metahuman` (geometry, materials or DNA).
|
|
472
|
+
- **Sequencer keys** — `list_track_keys` and `remove_keyframe` in `manage_sequence`, resolving tracks the same way every other track edit does; `onlyJob` is honoured when a Movie Render Queue render starts.
|
|
473
|
+
- **Animation Blueprints** — `set_transition_rules` builds the transition condition from `conditionVariable`, `conditionComparison` and `conditionValue`; `delete_transition` removes one; transitions honour `crossfadeDuration` (alias `blendTime`), `priorityOrder`, `automaticRule` and `bidirectional`; `add_state` wires the state's entry and, with an animation, a sequence player into its result.
|
|
474
|
+
- **`animation_physics.skin_mesh_to_skeleton`** skins a static mesh (or a donor skeletal mesh) to a skeleton through GeometryScripting; retargeting builds real IK Rig definitions and a retarget pipeline.
|
|
475
|
+
- **Blueprint graphs** — `set_node_property` reaches a node's reflected asset and object fields; `add_variable` stores object defaults and keeps `isPublic: false`.
|
|
476
|
+
- **Fab** is driven through its own API by reflection: the tab opens without the web page, an already-open Fab window is reused, listings are claimed before download, and `obj` and `usdz` downloads are accepted alongside `unreal-engine`, `gltf`, `glb` and `fbx`.
|
|
477
|
+
- **FBX animation import** — `manage_asset.import` brings in the animation an FBX carries as an AnimSequence on a named skeleton.
|
|
478
|
+
|
|
479
|
+
#### Finding the right capability
|
|
480
|
+
|
|
481
|
+
- Plain phrasings rank the intended capability first, native `search` honours the `effect` and `tool` filters, and `create_material`, material instances, widget clicks and map cooking each have search topics of their own.
|
|
482
|
+
|
|
483
|
+
</details>
|
|
484
|
+
|
|
485
|
+
<details>
|
|
486
|
+
<summary><b>🔧 Changed</b></summary>
|
|
487
|
+
|
|
488
|
+
- **Native requests are timed from their last progress, not their start.** While the game thread is alive, every open request gets a "still working" progress notification every 20 seconds, `MaxLifetimeSeconds` still ends a request that never answers, and progress percentages never go backwards. Long imports and builds are no longer killed and reported as failures.
|
|
489
|
+
- **A too-large result names the parameters that would narrow it** on the native gateway as well, and `summary` counts as a narrowing parameter on both.
|
|
490
|
+
- **A world edit made during Play-In-Editor carries a receipt warning** that it landed in the PIE world and is discarded when play stops.
|
|
491
|
+
- **Text summaries pair a record's display name with its path**, asset path, object path or id.
|
|
492
|
+
- **The `.env` file** is read from `MCP_ENV_FILE` when it is set, otherwise from the package root, otherwise from the working directory, using Node's own loader.
|
|
493
|
+
- **A client's capability profile** comes from the capabilities the client declares, not from a lookup table of known client names.
|
|
494
|
+
- **The console command policy** compiles each rule's pattern once instead of on every command, and every command-queue failure is logged.
|
|
495
|
+
- **Lighting and geometry records declare what their handlers read** — `configure_lumen` takes `quality`, `indirectLightingIntensity` and `bounces`; `configure_shadows` takes the shadow quality, cascade, distance, contact, ray-traced and virtual-shadow-map settings; `configure_exposure` takes `method`; `enable_volumetric_fog` honours `enabled: false`; the geometry primitives take their own dimensions (box `height`, cone `baseRadius` and `topRadius`, capsule `length`, plane `width` and `depth`, stairs `floating`, arch `angle`, ramp `width`, `length` and `height`), and the deform, operation and optimize records accept `actorName` or `targetActor`.
|
|
496
|
+
- **`set_project_setting`** also finds a setting by its console-variable name and reports it persisted only when the key is really in the config file on disk; **`set_preferences`** writes to the settings object its category names, not only to console variables.
|
|
497
|
+
- **The plugin's integer `Version`** in the `.uplugin` now follows the semver (`600` for 0.6.0), and `bump-version` writes it with `VersionName`.
|
|
498
|
+
|
|
499
|
+
</details>
|
|
500
|
+
|
|
501
|
+
<details>
|
|
502
|
+
<summary><b>🛡️ Security</b></summary>
|
|
503
|
+
|
|
504
|
+
- **Dangerous engine commands are refused on both doors** — a console command whose first token is `debug`, `exec`, `crash`, `gpucrash`, `check`, `gpf`, `ensure`, `ensurealways`, `fatal`, `bufferoverrun`, `crtinvalid`, `stall`, `hitch`, `renderhitch`, `softlock` or `eatmem` answers `DANGEROUS_ENGINE_COMMAND`.
|
|
505
|
+
- **Traversal detection decodes instead of matching spellings** — percent-encoding is decoded to a fixed point (at most four rounds, and malformed encoding is refused), so mixed forms such as `%2e.`, `.%2e` and `..%2f` are caught; the asset handlers use the same shared predicate; mount roots match case-insensitively.
|
|
506
|
+
- **Plugin content roots pass the native path canonicalizer** while host filesystem roots (`/home`, `/Users`, `/etc`, `/proc`, `/var`, `/tmp` and the like) are still refused.
|
|
507
|
+
- **Identity keys are redacted before a log line or error leaves the editor** (`UserId`, `AccountId` and `LoginId`, however they are spaced), `console_command` output and log text pass the per-line sanitizer, and the log tail `launch_build` returns gets the same treatment as `read_log`. A mount root named in plain prose is no longer redacted as if it were a path.
|
|
508
|
+
- **`launch_build` only starts a game inside the project directory**; Fab only adopts a browser that is on fab.com; MetaHuman export keeps `externalPath` contained.
|
|
509
|
+
- **Batches are bounded and stay on their own asset** — every actor list form refuses more than 500 actors, and a step of `build_graph`, `build_material_graph` or `build_metasound` cannot point at an asset other than the batch's.
|
|
510
|
+
- The unused loopback media-URL settings were removed from the plugin settings.
|
|
511
|
+
|
|
512
|
+
</details>
|
|
513
|
+
|
|
514
|
+
<details>
|
|
515
|
+
<summary><b>🛠️ Fixed</b></summary>
|
|
516
|
+
|
|
517
|
+
#### Replies that said success for work that did not happen
|
|
518
|
+
|
|
519
|
+
- `set_project_setting`, the Niagara system and Sequencer section handlers, `set_vector_parameter_value` (an `{x,y,z,w}` object or an `[r,g,b(,a)]` array used to be written as white), `set_texture_parameter_value` and `set_material_parameter` on a parameter the material does not have, `set_property` (it now saves the asset it writes and says when it did not), `add_scs_component` whose transform did not apply, and an asset delete whose `existsAfter` was hard-coded to false.
|
|
520
|
+
- A `delete` that left the `.uasset` behind to reappear on the next start, and a `duplicate` whose copies were never saved.
|
|
521
|
+
- `add_node` built every new Set as an assignment from its own Get, hung it off whichever event it found first, accepted variable nodes for names the Blueprint does not own, and accepted input-action nodes it could not bind; a missing graph node now says that node names work and where to list them.
|
|
522
|
+
|
|
523
|
+
#### Blueprints
|
|
524
|
+
|
|
525
|
+
- Component-template edits reach actors already placed in a level, including inherited native components, and a value that did not hold on an instance is named instead of counted.
|
|
526
|
+
- SCS nesting no longer duplicates nodes, an `edit_scs` batch names its failed operations and takes `reparent`, and `add_component`'s verification reflects the properties applied after the add.
|
|
527
|
+
- Struct pins take JSON vectors, pure Cast nodes are created as pure, an event node takes the name the editor shows, a library function named on the wrong library still resolves, and `"execute"` reaches a latent or macro node's own exec input.
|
|
528
|
+
|
|
529
|
+
#### Materials
|
|
530
|
+
|
|
531
|
+
- Wires carry channel masks, `compile_material` reports the real compiler errors, `update_custom_expression` can change inputs without cutting wires, and an `FColor` property takes 0-1 channels.
|
|
532
|
+
- The material input visitor covers refraction, anisotropy, tangent, pixel depth offset and clear coat; `SurfaceThickness` is exposed from 5.2 and `Displacement` from 5.3.
|
|
533
|
+
|
|
534
|
+
#### Animation and Sequencer
|
|
535
|
+
|
|
536
|
+
- Procedural bone tracks start from each bone's reference pose, so untouched channels no longer collapse the skeleton, and frames take `rotationDelta`.
|
|
537
|
+
- `add_state` no longer creates empty, entry-less states or clears a pose when a link is refused; `add_transition` applies the requested settings to an existing transition, and a missed state name lists the states that exist.
|
|
538
|
+
- Transform keyframes now evaluate, keyframe and range edits are saved, camera cut tracks can be found, removed and saved, the camera cut binding is checked before a section is created, and a Movie Render Queue range starting on the sequence's first frame renders whole with `onlyJob`'s enable toggles restored afterwards.
|
|
539
|
+
- IK Rig creation needs UE 5.6 or later, the batch retarget is built on 5.8, and skinning needs GeometryScripting on 5.5 or later; each answers with a clear message where its engine support is missing.
|
|
540
|
+
|
|
541
|
+
#### Audio, effects and world
|
|
542
|
+
|
|
543
|
+
- MetaSound literals take their input's type, asset inputs take object literals and refuse the wrong class, nodes resolve by name before they are added, and a connect into an already-connected input succeeds and saves.
|
|
544
|
+
- Niagara spawn, lifecycle and parameters work during PIE, `set_parameter_value` writes emitter module inputs, and spawn can attach to an actor.
|
|
545
|
+
- Foliage removal clears the rendered instances, bare locations honour `minScale`, `maxScale` and `randomYaw`, and `paint_foliage` drops an exact `count` over a box `area` onto the ground.
|
|
546
|
+
- `audit_placement` finds the floor under an actor past whatever is struck first, ignores something resting on the actor and the gameplay debugger's replicator; the sun's angles point the right way and unknown environment settings are named; post-process volumes apply their exposure and blend settings.
|
|
547
|
+
- Geometry deformers and primitives honour their declared parameters; `inspect_object` reads the component it is given; a widget of any class can be added by name; `duplicate` with a new name into a new folder keeps the folder; an FBX import clears a target named after the source file and replaces an existing asset only when nothing references it.
|
|
548
|
+
|
|
549
|
+
#### Editor and capture
|
|
550
|
+
|
|
551
|
+
- Screenshots bring the Level Editor tab forward and redraw before capturing instead of returning a black frame, and screenshots and camera moves use a viewport that is actually visible.
|
|
552
|
+
- `open_editor_tab` opens Fab; injected input rebuilds the key maps once per player instead of on every key; a spawn of a generated-class path no longer logs a registry miss.
|
|
553
|
+
|
|
554
|
+
#### GAS (#606)
|
|
555
|
+
|
|
556
|
+
- `manage_gas` mutations compile, verify on the compiled class and only then save: `create_gameplay_effect` applies duration and period, `set_effect_duration` refuses an unknown duration type, `add_effect_modifier` binds its attribute (`targetAttribute` or `attributeName`, the `AttributeSet.Attribute` form, and an error for an ambiguous name), `set_modifier_magnitude` verifies before saving, `set_ability_tags` checks all five tag containers before writing, and `add_attribute` applies its default value.
|
|
557
|
+
|
|
558
|
+
</details>
|
|
559
|
+
|
|
560
|
+
<details>
|
|
561
|
+
<summary><b>🗑️ Removed</b></summary>
|
|
562
|
+
|
|
563
|
+
- The TypeScript log reader, replaced by the native `read_log`.
|
|
564
|
+
- The migration translator and artifact modules the gateway never called, the unused tool-definition utility schemas with their stale `manage-asset/catalog.json`, and unused semantic-boundary helpers.
|
|
565
|
+
- The three Control Rig mutations `add_control`, `add_rig_unit` and `connect_rig_elements`, which no record published and which answered `NOT_SUPPORTED` on every path.
|
|
566
|
+
- The case-colliding `sublevelPath` alias of `manage_level`.
|
|
567
|
+
- The package's stale `module` field and its published sourcemaps, and the `dotenv` and `mcp-client-capabilities` dependencies.
|
|
568
|
+
|
|
569
|
+
</details>
|
|
570
|
+
|
|
571
|
+
<details>
|
|
572
|
+
<summary><b>⚠️ Migration</b></summary>
|
|
573
|
+
|
|
574
|
+
- **Coming from `0.5.30`, the current stable release?** Every step in the `0.6.0-beta-a` migration below still applies: the single `unreal` gateway tool is permanent, and a direct `tools/call` on a canonical tool name answers `DIRECT_TOOL_CALL_REMOVED` with an executable `nextCall`.
|
|
575
|
+
- **`manage_level`**: send `subLevelPath` (or `levelPath`) instead of `sublevelPath`.
|
|
576
|
+
- **`manage_geometry` primitives**: `create_plane`, `create_stairs`, `create_arch` and `create_ramp` no longer take `dimensions`; send the shape's own fields (see *Changed*).
|
|
577
|
+
- **`build_environment.configure_lumen`**: send `quality`, `indirectLightingIntensity` and `bounces` instead of a `settings` object.
|
|
578
|
+
- **`control_editor.set_fixed_delta_time`** needs a running PIE session and answers `NO_ACTIVE_SESSION` otherwise; it used to run a console command that changed nothing.
|
|
579
|
+
|
|
580
|
+
</details>
|
|
581
|
+
|
|
582
|
+
<details>
|
|
583
|
+
<summary><b>🧪 Tests & CI</b></summary>
|
|
584
|
+
|
|
585
|
+
- `type-check` also type-checks `tests/` and `scripts/`, `no-explicit-any` and `no-console` are lint errors in `src/`, the contract suites can fail, integration cases assert what the handlers answer, and a failed build stops the integration run (`UNREAL_MCP_ALLOW_TS_FALLBACK=1` runs the source instead).
|
|
586
|
+
- The dependency audit runs as its own job and blocks runtime advisories at moderate again; the MCP Registry publish waits for npm to serve the new version.
|
|
587
|
+
- Line endings were renormalized to LF, and generators sort with byte-order comparison so their output is identical on every machine.
|
|
588
|
+
- New plugin source-contract suites cover the batch forms, log and identity redaction, the game clock, window restore, key holds, native search filters and too-large guidance; the GAS verification work was split into `GAS/Authoring/` to stay within the 250-line and 25-files-per-folder gates.
|
|
589
|
+
- **`bump-version` can bump away from a prerelease.** Its rewrites of the `server-factory.ts` and `McpNativeTransport.h` fallbacks matched `X.Y.Z` only, so from `0.6.0-beta-a` both kept the old version, the workflow's own `version:check` failed and nothing was committed; both now take a prerelease suffix, and a test runs the workflow's own patterns. This release was bumped with it.
|
|
590
|
+
|
|
591
|
+
</details>
|
|
592
|
+
|
|
593
|
+
<details>
|
|
594
|
+
<summary><b>🔄 Dependencies</b></summary>
|
|
595
|
+
|
|
596
|
+
| Package | Change |
|
|
597
|
+
|---------|--------|
|
|
598
|
+
| `dotenv` | removed (Node's `process.loadEnvFile` reads `.env`) |
|
|
599
|
+
| `mcp-client-capabilities` | removed |
|
|
600
|
+
|
|
601
|
+
</details>
|
|
602
|
+
|
|
603
|
+
<details>
|
|
604
|
+
<summary><b>👥 Contributors</b></summary>
|
|
605
|
+
|
|
606
|
+
- @SoloGorilla for making `manage_gas` compile, verify and save what it authors (#606), and for pairing each record's display name with its address in text summaries (#621).
|
|
607
|
+
|
|
608
|
+
</details>
|
|
609
|
+
|
|
610
|
+
<details>
|
|
611
|
+
<summary><b>📊 Change Statistics</b></summary>
|
|
612
|
+
|
|
613
|
+
| Metric | Count |
|
|
614
|
+
|--------|-------|
|
|
615
|
+
| Diff range | `v0.6.0-beta-a..v0.6.0-beta-b` |
|
|
616
|
+
| Commits | 194, the version bump and this release entry included |
|
|
617
|
+
| Files changed | 917 (806 hand-written, not counting line-ending-only changes) |
|
|
618
|
+
| Insertions / deletions | 72,290 / 56,473 (hand-written: 22,002 / 31,994) |
|
|
619
|
+
| Capability records | 389 |
|
|
620
|
+
| Callable `{tool, action}` pairs | 1,566 |
|
|
621
|
+
| C++ domain directories | 67 |
|
|
622
|
+
|
|
623
|
+
</details>
|
|
624
|
+
|
|
625
|
+
---
|
|
626
|
+
|
|
16
627
|
## 🏷️ [0.6.0-beta-a] - 2026-09-18
|
|
17
628
|
|
|
18
629
|
> [!NOTE]
|
|
@@ -355,10 +966,10 @@ Special thanks to everyone who shipped code in this release window, with author
|
|
|
355
966
|
|
|
356
967
|
| Metric | Count |
|
|
357
968
|
|--------|-------|
|
|
358
|
-
| Diff range | `v0.5.30..
|
|
359
|
-
| Commits since the tag | 1,
|
|
969
|
+
| Diff range | `v0.5.30..v0.6.0-beta-a` |
|
|
970
|
+
| Commits since the tag | 1,020 (849 non-merge) |
|
|
360
971
|
| Files changed | 3,174 |
|
|
361
|
-
| Insertions / deletions | 781,
|
|
972
|
+
| Insertions / deletions | 781,656 / 203,402 |
|
|
362
973
|
| Capability records | 380 |
|
|
363
974
|
| Folded families | 244 across 22 parents (222 selector-dispatched) |
|
|
364
975
|
| Callable `{tool, action}` pairs | 1,549 (1,379 shipped names, 164 new family primaries, plus package_project, package_status, audit_placement and the three source_control actions) |
|