unreal-engine-mcp-server 0.6.0-beta-e → 0.6.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (702) hide show
  1. package/CHANGELOG.md +185 -0
  2. package/README.md +41 -58
  3. package/dist/cli.js +3 -13
  4. package/dist/constants.js +0 -15
  5. package/dist/proxy/native-proxy.js +49 -8
  6. package/package.json +13 -17
  7. package/server.json +10 -55
  8. package/dist/automation/bridge-client.d.ts +0 -36
  9. package/dist/automation/bridge-client.js +0 -194
  10. package/dist/automation/bridge-config.d.ts +0 -25
  11. package/dist/automation/bridge-config.js +0 -182
  12. package/dist/automation/bridge-request-dispatcher.d.ts +0 -28
  13. package/dist/automation/bridge-request-dispatcher.js +0 -152
  14. package/dist/automation/bridge-state.d.ts +0 -18
  15. package/dist/automation/bridge-state.js +0 -2
  16. package/dist/automation/bridge-status.d.ts +0 -15
  17. package/dist/automation/bridge-status.js +0 -47
  18. package/dist/automation/bridge.d.ts +0 -48
  19. package/dist/automation/bridge.js +0 -152
  20. package/dist/automation/capability-token-provider.d.ts +0 -11
  21. package/dist/automation/capability-token-provider.js +0 -62
  22. package/dist/automation/connection-lifecycle.d.ts +0 -19
  23. package/dist/automation/connection-lifecycle.js +0 -109
  24. package/dist/automation/connection-manager.d.ts +0 -40
  25. package/dist/automation/connection-manager.js +0 -127
  26. package/dist/automation/diagnostics-snapshot-reader.d.ts +0 -76
  27. package/dist/automation/diagnostics-snapshot-reader.js +0 -86
  28. package/dist/automation/dispatcher.test-support.d.ts +0 -9
  29. package/dist/automation/dispatcher.test-support.js +0 -26
  30. package/dist/automation/handshake.d.ts +0 -11
  31. package/dist/automation/handshake.js +0 -132
  32. package/dist/automation/index.d.ts +0 -6
  33. package/dist/automation/index.js +0 -4
  34. package/dist/automation/log-redaction.d.ts +0 -11
  35. package/dist/automation/log-redaction.js +0 -165
  36. package/dist/automation/message-handler.d.ts +0 -15
  37. package/dist/automation/message-handler.js +0 -103
  38. package/dist/automation/message-schema.d.ts +0 -128
  39. package/dist/automation/message-schema.js +0 -92
  40. package/dist/automation/request-cancellation-error.d.ts +0 -7
  41. package/dist/automation/request-cancellation-error.js +0 -11
  42. package/dist/automation/request-context.d.ts +0 -8
  43. package/dist/automation/request-context.js +0 -12
  44. package/dist/automation/request-correlation.d.ts +0 -22
  45. package/dist/automation/request-correlation.js +0 -79
  46. package/dist/automation/request-tracker.d.ts +0 -32
  47. package/dist/automation/request-tracker.js +0 -139
  48. package/dist/automation/socket.test-support.d.ts +0 -9
  49. package/dist/automation/socket.test-support.js +0 -55
  50. package/dist/automation/types.d.ts +0 -198
  51. package/dist/automation/types.js +0 -2
  52. package/dist/cli.d.ts +0 -3
  53. package/dist/config.d.ts +0 -38
  54. package/dist/config.js +0 -106
  55. package/dist/constants.d.ts +0 -20
  56. package/dist/gateway/gateway-manifest-types.d.ts +0 -36
  57. package/dist/gateway/gateway-manifest-types.js +0 -16
  58. package/dist/gateway/gateway-manifest.d.ts +0 -10
  59. package/dist/gateway/gateway-manifest.generated.json +0 -17865
  60. package/dist/gateway/gateway-manifest.js +0 -19
  61. package/dist/handlers/resource-handlers.d.ts +0 -46
  62. package/dist/handlers/resource-handlers.js +0 -177
  63. package/dist/index.d.ts +0 -4
  64. package/dist/index.js +0 -5
  65. package/dist/proxy/native-proxy.d.ts +0 -12
  66. package/dist/resources/actors.d.ts +0 -3
  67. package/dist/resources/actors.js +0 -20
  68. package/dist/resources/assets.d.ts +0 -7
  69. package/dist/resources/assets.js +0 -58
  70. package/dist/resources/capability-resources.d.ts +0 -37
  71. package/dist/resources/capability-resources.js +0 -86
  72. package/dist/resources/editor-state-resources.d.ts +0 -65
  73. package/dist/resources/editor-state-resources.js +0 -129
  74. package/dist/resources/knowledge-resources.d.ts +0 -22
  75. package/dist/resources/knowledge-resources.js +0 -59
  76. package/dist/resources/resource-catalog.d.ts +0 -15
  77. package/dist/resources/resource-catalog.js +0 -54
  78. package/dist/resources/resource-errors.d.ts +0 -17
  79. package/dist/resources/resource-errors.js +0 -76
  80. package/dist/resources/resource-read-router.d.ts +0 -19
  81. package/dist/resources/resource-read-router.js +0 -56
  82. package/dist/resources/resources.test-support.d.ts +0 -5
  83. package/dist/resources/resources.test-support.js +0 -7
  84. package/dist/server/gateway/direct-call-migration.d.ts +0 -26
  85. package/dist/server/gateway/direct-call-migration.js +0 -46
  86. package/dist/server/gateway/gateway-availability.d.ts +0 -10
  87. package/dist/server/gateway/gateway-availability.js +0 -15
  88. package/dist/server/gateway/gateway-capability-index.d.ts +0 -45
  89. package/dist/server/gateway/gateway-capability-index.js +0 -148
  90. package/dist/server/gateway/gateway-capability-view.d.ts +0 -20
  91. package/dist/server/gateway/gateway-capability-view.js +0 -144
  92. package/dist/server/gateway/gateway-describe-browse.d.ts +0 -14
  93. package/dist/server/gateway/gateway-describe-browse.js +0 -110
  94. package/dist/server/gateway/gateway-describe-capability.d.ts +0 -6
  95. package/dist/server/gateway/gateway-describe-capability.js +0 -74
  96. package/dist/server/gateway/gateway-describe.d.ts +0 -2
  97. package/dist/server/gateway/gateway-describe.js +0 -109
  98. package/dist/server/gateway/gateway-dispatch-by.d.ts +0 -17
  99. package/dist/server/gateway/gateway-dispatch-by.js +0 -67
  100. package/dist/server/gateway/gateway-execute-dispatch.d.ts +0 -24
  101. package/dist/server/gateway/gateway-execute-dispatch.js +0 -204
  102. package/dist/server/gateway/gateway-execute-envelope.d.ts +0 -48
  103. package/dist/server/gateway/gateway-execute-envelope.js +0 -194
  104. package/dist/server/gateway/gateway-execute-idempotency.d.ts +0 -19
  105. package/dist/server/gateway/gateway-execute-idempotency.js +0 -64
  106. package/dist/server/gateway/gateway-execute-lookup.d.ts +0 -11
  107. package/dist/server/gateway/gateway-execute-lookup.js +0 -122
  108. package/dist/server/gateway/gateway-execute-policy.d.ts +0 -9
  109. package/dist/server/gateway/gateway-execute-policy.js +0 -93
  110. package/dist/server/gateway/gateway-execute-resolve.d.ts +0 -28
  111. package/dist/server/gateway/gateway-execute-resolve.js +0 -2
  112. package/dist/server/gateway/gateway-execute-static-check.d.ts +0 -13
  113. package/dist/server/gateway/gateway-execute-static-check.js +0 -127
  114. package/dist/server/gateway/gateway-execute.d.ts +0 -6
  115. package/dist/server/gateway/gateway-execute.js +0 -145
  116. package/dist/server/gateway/gateway-guidance.d.ts +0 -15
  117. package/dist/server/gateway/gateway-guidance.js +0 -78
  118. package/dist/server/gateway/gateway-option-validate.d.ts +0 -10
  119. package/dist/server/gateway/gateway-option-validate.js +0 -73
  120. package/dist/server/gateway/gateway-receipt-context.d.ts +0 -21
  121. package/dist/server/gateway/gateway-receipt-context.js +0 -36
  122. package/dist/server/gateway/gateway-schema-validate.d.ts +0 -14
  123. package/dist/server/gateway/gateway-schema-validate.js +0 -316
  124. package/dist/server/gateway/gateway-search-filters.d.ts +0 -19
  125. package/dist/server/gateway/gateway-search-filters.js +0 -107
  126. package/dist/server/gateway/gateway-search.d.ts +0 -2
  127. package/dist/server/gateway/gateway-search.js +0 -106
  128. package/dist/server/gateway/gateway-shared.d.ts +0 -20
  129. package/dist/server/gateway/gateway-shared.js +0 -52
  130. package/dist/server/gateway/gateway-task-results.d.ts +0 -6
  131. package/dist/server/gateway/gateway-task-results.js +0 -40
  132. package/dist/server/gateway/idempotency-ledger.d.ts +0 -42
  133. package/dist/server/gateway/idempotency-ledger.js +0 -102
  134. package/dist/server/mcp-primitives/completions.d.ts +0 -11
  135. package/dist/server/mcp-primitives/completions.js +0 -103
  136. package/dist/server/mcp-primitives/primitive-wiring.d.ts +0 -12
  137. package/dist/server/mcp-primitives/primitive-wiring.js +0 -31
  138. package/dist/server/mcp-primitives/progress/progress-reporter.d.ts +0 -33
  139. package/dist/server/mcp-primitives/progress/progress-reporter.js +0 -50
  140. package/dist/server/mcp-primitives/progress/progress-sink-registry.d.ts +0 -17
  141. package/dist/server/mcp-primitives/progress/progress-sink-registry.js +0 -35
  142. package/dist/server/mcp-primitives/progress/progress-token.d.ts +0 -3
  143. package/dist/server/mcp-primitives/progress/progress-token.js +0 -12
  144. package/dist/server/mcp-primitives/prompts.d.ts +0 -43
  145. package/dist/server/mcp-primitives/prompts.js +0 -142
  146. package/dist/server/mcp-primitives/resource-revision.d.ts +0 -15
  147. package/dist/server/mcp-primitives/resource-revision.js +0 -11
  148. package/dist/server/server-factory.d.ts +0 -47
  149. package/dist/server/server-factory.js +0 -84
  150. package/dist/server/stdio-lifecycle.d.ts +0 -2
  151. package/dist/server/stdio-lifecycle.js +0 -57
  152. package/dist/server/tool-registry-gateway.d.ts +0 -4
  153. package/dist/server/tool-registry-gateway.js +0 -80
  154. package/dist/server/tool-registry-manage-tools.d.ts +0 -2
  155. package/dist/server/tool-registry-manage-tools.js +0 -160
  156. package/dist/server/tool-registry.d.ts +0 -15
  157. package/dist/server/tool-registry.js +0 -110
  158. package/dist/server-setup.d.ts +0 -21
  159. package/dist/server-setup.js +0 -60
  160. package/dist/services/health-monitor.d.ts +0 -42
  161. package/dist/services/health-monitor.js +0 -103
  162. package/dist/services/readiness.d.ts +0 -35
  163. package/dist/services/readiness.js +0 -77
  164. package/dist/services/telemetry/prometheus-exposition.d.ts +0 -11
  165. package/dist/services/telemetry/prometheus-exposition.js +0 -80
  166. package/dist/services/telemetry-observation.d.ts +0 -4
  167. package/dist/services/telemetry-observation.js +0 -65
  168. package/dist/services/telemetry-registry.d.ts +0 -69
  169. package/dist/services/telemetry-registry.js +0 -128
  170. package/dist/services/telemetry-schema.d.ts +0 -36
  171. package/dist/services/telemetry-schema.js +0 -64
  172. package/dist/tools/catalog/capabilities/capability-record.test-support.d.ts +0 -158
  173. package/dist/tools/catalog/capabilities/capability-record.test-support.js +0 -94
  174. package/dist/tools/catalog/capabilities/catalog-schema.d.ts +0 -114
  175. package/dist/tools/catalog/capabilities/catalog-schema.js +0 -82
  176. package/dist/tools/catalog/capabilities/constants.d.ts +0 -12
  177. package/dist/tools/catalog/capabilities/constants.js +0 -12
  178. package/dist/tools/catalog/capabilities/generated/canonical-registry.generated.d.ts +0 -6
  179. package/dist/tools/catalog/capabilities/generated/canonical-registry.generated.js +0 -6
  180. package/dist/tools/catalog/capabilities/generated/canonical-registry.generated.json +0 -96681
  181. package/dist/tools/catalog/capabilities/generated/capability-cost-index.generated.d.ts +0 -3
  182. package/dist/tools/catalog/capabilities/generated/capability-cost-index.generated.js +0 -1547
  183. package/dist/tools/catalog/capabilities/generated/parent-tool-definitions.generated.d.ts +0 -3
  184. package/dist/tools/catalog/capabilities/generated/parent-tool-definitions.generated.js +0 -23483
  185. package/dist/tools/catalog/capabilities/hashing.d.ts +0 -14
  186. package/dist/tools/catalog/capabilities/hashing.js +0 -80
  187. package/dist/tools/catalog/capabilities/identifiers.d.ts +0 -21
  188. package/dist/tools/catalog/capabilities/identifiers.js +0 -47
  189. package/dist/tools/catalog/capabilities/json-schema.d.ts +0 -12
  190. package/dist/tools/catalog/capabilities/json-schema.js +0 -71
  191. package/dist/tools/catalog/capabilities/model.d.ts +0 -100
  192. package/dist/tools/catalog/capabilities/model.js +0 -2
  193. package/dist/tools/catalog/capabilities/parser.d.ts +0 -5
  194. package/dist/tools/catalog/capabilities/parser.js +0 -41
  195. package/dist/tools/catalog/capabilities/record-fields.d.ts +0 -114
  196. package/dist/tools/catalog/capabilities/record-fields.js +0 -91
  197. package/dist/tools/catalog/capabilities/record-folding.d.ts +0 -3
  198. package/dist/tools/catalog/capabilities/record-folding.js +0 -136
  199. package/dist/tools/catalog/capabilities/record-hashing.d.ts +0 -3
  200. package/dist/tools/catalog/capabilities/record-hashing.js +0 -33
  201. package/dist/tools/catalog/capabilities/record-schema.d.ts +0 -221
  202. package/dist/tools/catalog/capabilities/record-schema.js +0 -22
  203. package/dist/tools/catalog/capabilities/records/aggregate.d.ts +0 -4
  204. package/dist/tools/catalog/capabilities/records/aggregate.js +0 -60
  205. package/dist/tools/catalog/capabilities/records/build-environment/atmosphere.data.d.ts +0 -3
  206. package/dist/tools/catalog/capabilities/records/build-environment/atmosphere.data.js +0 -124
  207. package/dist/tools/catalog/capabilities/records/build-environment/foliage.data.d.ts +0 -3
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  209. package/dist/tools/catalog/capabilities/records/build-environment/helpers.d.ts +0 -9
  210. package/dist/tools/catalog/capabilities/records/build-environment/helpers.js +0 -3
  211. package/dist/tools/catalog/capabilities/records/build-environment/index.d.ts +0 -4
  212. package/dist/tools/catalog/capabilities/records/build-environment/index.js +0 -28
  213. package/dist/tools/catalog/capabilities/records/build-environment/landscape.data.d.ts +0 -3
  214. package/dist/tools/catalog/capabilities/records/build-environment/landscape.data.js +0 -166
  215. package/dist/tools/catalog/capabilities/records/build-environment/lighting.data.d.ts +0 -3
  216. package/dist/tools/catalog/capabilities/records/build-environment/lighting.data.js +0 -183
  217. package/dist/tools/catalog/capabilities/records/build-environment/procedural.data.d.ts +0 -3
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  227. package/dist/tools/catalog/capabilities/records/build-environment/spline.data.d.ts +0 -3
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  229. package/dist/tools/catalog/capabilities/records/build-environment/water.data.d.ts +0 -3
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  233. package/dist/tools/catalog/capabilities/records/compensation.d.ts +0 -3
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  235. package/dist/tools/catalog/capabilities/records/control-actor/advanced-records.d.ts +0 -3
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  237. package/dist/tools/catalog/capabilities/records/control-actor/component-records.d.ts +0 -3
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  239. package/dist/tools/catalog/capabilities/records/control-actor/index.d.ts +0 -4
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  243. package/dist/tools/catalog/capabilities/records/control-actor/search-records.d.ts +0 -3
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package/CHANGELOG.md CHANGED
@@ -13,6 +13,191 @@ _Nothing yet._
13
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14
14
  ---
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15
 
16
+ ## 🏷️ [0.6.0] - 2026-10-27
17
+
18
+ > [!NOTE]
19
+ > **Stable.** The 0.6 line's stable release, published under the npm `latest` dist-tag. This section is everything since the `v0.6.0-beta-f` tag, written from the code diff.
20
+
21
+ <details>
22
+ <summary><b>✨ Added</b></summary>
23
+
24
+ - **Blueprint runtime errors name their node** and an Accessed None its `cause`; **`lint_blueprint`** finds such mistakes before Play, and Validate Assets and saves report them too; **logpoints** record a node's pin values each time it runs in Play, without pausing; **`read_graph_as_code`** and **`write_graph_from_code`** read and write graphs as Epic's 5.8 Blueprint DSL text, on every 5.x (a rewrite keeps the nodes its ids name); `create_node` `menuId`, `arrange_nodes` `layout: 'layered'`.
25
+ - **MCP 2026-07-28**: sessionless requests, client consent and tasks; older clients unchanged.
26
+ - **Reads**: `get_editor_state` `focus`; `describe_view` `points`, `labels`, `coveredBy`, `compareWith` (what changed since `saveAs`); **`analyze_view`** (saliency, palette, light, shader cost); **`contact_sheet`** (an actor from every side); **`audit_materials`** (base colours, metallic and roughness off physically based ranges, stretched or crammed textures, meshes to instance); `get_stats` `frame`; `get_ai_info` `info: 'path'` (can a pawn walk there, and why not); **`analyze_level_layout`** (a level's rooms, corridors, chokes and dead ends); **`audit_widget`** (a menu or HUD checked at several screen sizes: cut-off text, overlaps, contrast, safe area).
27
+ - **Large results come in pages** (`page.nextCall`), and **search hands over a clear first hit** (`signature`, `executeCall`).
28
+ - **`nanite_rebuild_mesh` `assetPaths`**, **`inspect_asset` `diff`**, `get_niagara_info` values, `setup_global_illumination` `saveToProject`, four `edit_dynamic_mesh` operations.
29
+ - **Renders and sequences**: **`frame_shot`** (a camera placed so one or two actors sit where asked on screen, in clear view), **`fly_through`** (a camera flown smoothly through points, clear of geometry, keyed into a sequence), **`auto_edit`** (a sequence cut between its cameras as an editor would: no crossing the line, no jump cuts), `cancel_render`, the path tracer's denoiser by name, camera shutter and overscan, `set_section` `playRate`, clips and keyed bones in the readers.
30
+ - **Sound**: **`measure_loudness`** and **`normalize_loudness`** (Sound Waves measured in LUFS as broadcast measures them, and set to play at one loudness); **`analyze_acoustics`** (how long a room rings where a listener stands, and the reverb that fits it).
31
+ - **Animation**: **`auto_blend_space`** (a locomotion blend space laid out from how its clips move).
32
+ - **World building**: a hip **roof** over any footprint (`create_primitive` `roof`), its faces meeting along ridges, hips and valleys; **`erode_landscape`** wears terrain down the way water does (valleys, gullies, filled hollows) so every cell drains, and lists its rivers; **`plan_road`** finds a drivable road under a grade limit, round obstacles and wide enough at every turn, switchbacks on steep slopes; **`assemble_modules`** lays a modular kit out over a grid so every face where two pieces meet fits.
33
+ - **Assets found by what they show**: **`thumbnail_sheet`** (a folder's thumbnails as one numbered picture), **`caption_assets`** (captions kept beside the project, never in the assets), **`find_assets_like`** (by words, an example asset, colour or size).
34
+ - **Writes are checked**: sunk, floating, intersecting, z-fighting or untextured actors, placeholder text, pasted twins, Map Check findings, and Data Validation on assets.
35
+ - **Replies say what undo can revert**; **`restore_point`** undoes only this server's steps and offers the delete of what they created.
36
+ - **`inspect explain`** says why something does not happen and names the call that fixes it.
37
+ - **A call failing three times unchanged is refused** (`REPEATED_FAILURE`).
38
+ - **Batches check every step first**; `build_graph`, `build_material_graph` and `add_widget_tree` take `dryRun`; **`run_script`** runs many calls with loops and conditions in one request, rolled back on a failure; **recipes** keep such a script in the project to run again with other values, and search lists the ones a request names.
39
+ - **`run_map_check`**, **`fix_placement`**, **`describe_relations`**, **`arrange_by_relations`**, **`arrange_widgets`** (a menu or HUD laid out by relations, held at every screen size), **`playtest`** (a pawn walked to a goal in Play, judged with evidence), **`settle_physics`** (props dropped and kept where they come to rest), **`explore_level`** (a pawn explores the level: falls, traps, unreachable areas), and execute's **`expect`/`require`**, checked after or before a call.
40
+ - **`inspect changes_since`** and `ue://changes` subscriptions: what changed since a cursor, and by whom.
41
+ - **Domain playbooks** as MCP prompts: Blueprint logic, input, UI, Niagara, materials, world building, animation, cinematics and play testing, each with the traps of its domain.
42
+ - **`remove_sublevel`**: a sublevel leaves the open level, as the Levels panel's Remove does; its map file stays.
43
+
44
+ </details>
45
+
46
+ <details>
47
+ <summary><b>🔄 Changed</b></summary>
48
+
49
+ - **The npm package is a stdio proxy** to the plugin's `/mcp` with no runtime dependencies: `NOT_CONNECTED` while the editor is down; `UNREAL_MCP_URL` picks the endpoint, `UE_PROJECT_PATH` finds the token.
50
+ - **Enable Native MCP Server is on by default.**
51
+ - **Consent grants need the nonce `describe` minted**: a missing or made-up one is refused (`CONSENT_NOT_ISSUED`).
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+
53
+ </details>
54
+
55
+ <details>
56
+ <summary><b>🗑️ Removed</b></summary>
57
+
58
+ - **The TypeScript gateway and WebSocket client**, with their resources, telemetry, mock mode and `test:smoke`; `.env` is not read.
59
+ - **Over stdio**: search and describe with the editor down, the `ue://assets`/`actors`/`editor`/`selection` resources, TLS to a remote editor, protocols `2024-11-05` and `2024-10-07`.
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+
61
+ </details>
62
+
63
+ <details>
64
+ <summary><b>🔧 Fixed</b></summary>
65
+
66
+ - **Crashes**: Ability System actions on non-Actor Blueprints, creates or bakes over another class's asset, and `validate_assets` `dataValidation` with the Data Validation plugin off are refused.
67
+ - **`run_benchmark` measures** frames, FPS and thread times (it measured nothing).
68
+ - **Builds and links on UE 5.0-5.8, Windows and Mac**: every file compiles on its own, Smart Objects and State Trees need no experimental engine module, and older Apple clang and UE 5.8's unreachable-code rule pass.
69
+ - **Small fixes**: `RayTraced` GI refused from 5.4, `runtime_report` filters, retry hints, reads return 0 and false, a material instance can be another's parent, `list_tracks` answers again, a thumbnail's `outputPath` is a PNG on every 5.x, `set_bone_key` keys a sequence's last frame, `create_primitive` says its meshes have no collision, `configure_landscape_splines` shapes the terrain where its points are, placement warnings judge a spline mesh road where its segments lie and an actor on a landscape by its surface, undo takes back a new primitive mesh.
70
+ - **Removals** take exact components, keep assets others use (through a chain of uses too) and undo for tracks and keys.
71
+ - **Nothing is overwritten unasked**: taken names and paths are refused, unsent fields kept, engine content never edited in place.
72
+ - **Family variants** enforce their own requirements, shown by describe.
73
+ - **Renders** honour `renderTimeoutMs`; `save_all` and `restart_editor` wait for them.
74
+ - **An open editor dialog** answers calls `EDITOR_MODAL_ACTIVE` with its title instead of a timeout.
75
+ - **Viewport screenshots wait for streaming** and name video memory over budget.
76
+ - **Property writes** refuse deprecated properties, restart placed Niagara effects, take object references and run components' own change handling.
77
+ - **Placement checks** count simulated bodies and player starts; `fix_coplanar` handles several neighbours.
78
+ - **Animation and effects**: whole track names, partial `set_bone_key`, key times across frame rates, curve read-back; Niagara creates refuse taken names.
79
+ - **Undo** covers spawns, transforms, properties, meshes, landscape, foliage, sequences and more.
80
+ - **Finds stop at `limit`** (default 200) and say how many matched.
81
+ - **Replies say what happened**, failed saves and compiles included.
82
+ - **Successes that did nothing now act** (foliage, water, AI, Play audio, splines, landscape and more).
83
+ - **`manage_effect cleanup`** needs destructive consent and a `filter`, is one undo step and refuses Play; debug shapes clear through `debug_shape`.
84
+ - **Object paths** work in `open_level`, `load` and `add_sublevel`; relative `.t3d` exports land in the project.
85
+ - **Git**: any commit message is safe (a quote could inject options); checkout and submit list skipped paths.
86
+ - **`/mcp` discovery**: search rows, `describe` by domain and family, `cursor` and param `suggestions`.
87
+ - **A disabled tool's `nextCall` turns it back on** (`configure` `enable_tools`).
88
+
89
+ </details>
90
+
91
+ <details>
92
+ <summary><b>🔄 Dependencies</b></summary>
93
+
94
+ - `@modelcontextprotocol/sdk`, `ws` and `zod` left the runtime (`zod` stays for the record build).
95
+
96
+ </details>
97
+
98
+ ---
99
+
100
+ ## 🏷️ [0.6.0-beta-f] - 2026-10-16
101
+
102
+ > [!NOTE]
103
+ > **Beta.** Published as a semver prerelease (`0.6.0-beta-f`) 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-e` tag, written from the code diff.
104
+
105
+ <details>
106
+ <summary><b>✨ Added</b></summary>
107
+
108
+ - **Gameplay in one call**: `add_behaviour`, with a shortcut action for each kind (`add_health`, `add_patrol` and so on), writes health, damage on touch, pickups, sprint, shooting, chase, patrol, turrets, stomps, explosives, moving and falling platforms, player controls, respawn with checkpoints, goals, launch pads, teleporters, a time limit, spawners, dashes, HUD bars and counters, hints and game over into an Actor Blueprint as plain engine nodes.
109
+ - **Blueprint authoring**: Blueprint Interfaces (`implement_interface`), timelines (`edit_timeline`), Bind Event, Switch on Enum, animation-graph nodes by class, a Math Expression's `expression` in batches, and `remove_variable` `variableNames`.
110
+ - **Reading graphs**: `find_functions` finds a function by plain words, `get_graph_details` `filter` finds what reads or moves a variable, `unusedOnly` lists nodes that do nothing, and `compile` takes a `folder`.
111
+ - **Graph checks**: edits and compiles flag pure nodes and random values read twice, timers that name nothing or restart every frame, waits inside loops, values changed in place, event values read after a wait, and sounds that never end on play-and-forget nodes.
112
+ - **Packaging**: `package_project` `executableName` names the game's .exe, `launch_build` `map` smoke-runs one level, and `enable_plugin` `targets` keeps an editor-only plugin out of the packaged game.
113
+ - **Project setup**: `configure_rendering` (Lumen, shadows, anti-aliasing, ray tracing, MegaLights) and `create_cpp_class`.
114
+ - **Many actors at once**: spawn batch `repeat` (rows and grids) and `properties`, `set_transform` and `edit_component` with `actorNames`, `set_folder` and spawn `folder` and `tags`, and spawns and moves that name z-fighting faces.
115
+ - **Motion and physics**: motion reads that wait for a spawn (`spawnOf`), name surfaces passed through and actors overlapped, and return what the game logged, as `step_frame` now does; `analyze_animation`, collision presets and per-channel responses, physical materials and `apply_damage`.
116
+ - **Effects and audio**: several parameters on a placed effect at once, `add_emitter` from another system, `get_niagara_info` for one emitter, `list_metasound_nodes` and box-shaped sound zones.
117
+ - **More reads**: `get_property` `objectPaths`, a child Blueprint's own values for its parent's components, `widget_list` texts and parent panels, `describe_view` `actors`, `get_widget_animation`, screenshot field of view, video memory over budget and `validate_assets` `materialUsage`.
118
+ - **More edits**: skeletal mesh import onto a skeleton, a dynamic mesh started from a static mesh (`meshPath`), `mesh_materials` `assetPaths`, SDF `relativeTo`, input `replaceKey` and `play` `unpauseGame`.
119
+
120
+ </details>
121
+
122
+ <details>
123
+ <summary><b>🔄 Changed</b></summary>
124
+
125
+ - **The editor plugin is now EngineWire** (was McpAutomationBridge), shipped as `EngineWire-plugin-<version>.zip`, with file names short enough for Fab; settings saved under the old name still load.
126
+ - **A Blueprint graph batch is all or nothing**: a failed step undoes the steps before it, and a step works in the graph of the node it names.
127
+ - **Leaner replies**: each actor is named once, `runtime_report` reports the session unless asked for more, `get_component_details` sends values only for `propertyNames` or `detailed`, spawn batches past 20 items list only failures, and transforms read as typed.
128
+ - **The HTTP door takes capability IDs** as the stdio door does.
129
+ - **Widget templates take their content**: a shop its `items` and `currency`, a dialog its `text` and `buttons`.
130
+
131
+ </details>
132
+
133
+ <details>
134
+ <summary><b>🔧 Fixed</b></summary>
135
+
136
+ - **Replies say what really happened**: a widget rename refuses a taken name, a clean compile drops stale warnings, a Shipping smoke run says it wrote no log, compiler warnings reach the receipt, `stop` answers once play has ended, a link through a conversion node reads connected, and a self-destroying spawn, a destroyed actor, a game's own pause, a paused world, a minimized editor, a non-realtime screenshot and a widget holding the keyboard focus are named.
137
+ - **Blueprint graphs**: enums keep their type, array pins say so, pins show a literal only where the graph reads one, call nodes take the names the editor shows, nodes made without a position find a free slot, refused nodes leave nothing, misspelled types are refused, child Blueprints edit their parent's components, and Math Expressions take a unary minus and `&&`/`||` comparisons and still compile in a duplicated Blueprint.
138
+ - **Property values**: Map, Set, array, float and Blueprint struct values read and write as sent, actor arrays take labels, a mesh component's StaticMesh goes through its setter, unknown variable names are refused, and `set_project_setting` resolves a class name and refuses an unknown one.
139
+ - **Gameplay**: projectiles hit, hurt and expire, weapons fire, doors, chests, switches and triggers work, `apply_force` pushes, placed props simulate, batch references land before BeginPlay, and a mouse move reaches a running game.
140
+ - **Input and motion**: a key held across stepped frames counts game time and its reply says it is still down, `remove_mapping` names the action's own `actionMappings`, a scripted mover reads its real velocity, and a reloaded level reads as `levelChanged`.
141
+ - **Placement checks**: no false off-map, sunk or floating reports for floors over pits, enclosures, stacked items, stretched parts and complex collision.
142
+ - **Niagara**: edits act only on the emitter the caller named (#658), create actions refuse a folder that cannot be a package (#668), modules go where their dependencies hold and are named as their inputs are, a duplicated system plays at once, and placed-effect parameters are typed and fully bindable.
143
+ - **Assets**: deletes count what they removed, a filtered list names only matching folders, imports name the mesh, Fab adds a pack's Unreal build, dead material branches list as orphaned, and material usage flags are saved.
144
+ - **Geometry**: appended faces face outwards, arrays are no longer one copy short, and SDF shapes mesh at the resolution asked for.
145
+ - **Editor**: a level load answers once the level has settled, `console_command` keeps lines logged on other threads, and native replies write negative zero as `0`, which strict clients rejected (#662).
146
+ - **Builds**: the plugin declares Win64, Mac and Linux, so an Android build skips it (#666), and it compiles again with Fab's UE 5.0-5.4 toolchains.
147
+ - **Undo, search and guidance**: volume and single-actor component edits are one undo step, more plain requests are found, a refusal names the parameter a stray key belongs to, a reply keeps the typed and project paths it quotes, and every pointer in record text names a real action.
148
+
149
+ </details>
150
+
151
+ <details>
152
+ <summary><b>🗑️ Removed</b></summary>
153
+
154
+ - **Level-call aliases that were always refused**: `open_level` `path` and `assetPath`, `focus_actor` `name`, `manage_level` `delete` `path` and `levelPaths`, `duplicate_level` `targetPath`, and `set_metadata` and `validate_level` `assetPath`. Send `levelPath`, `actorName` or `destinationPath`.
155
+
156
+ </details>
157
+
158
+ <details>
159
+ <summary><b>⚠️ Migration</b></summary>
160
+
161
+ - **Plugin rename**: delete `Plugins/McpAutomationBridge` and unpack `EngineWire-plugin-<version>.zip` in its place; a `.uproject` that names `McpAutomationBridge` should name `EngineWire`. Settings under `[/Script/McpAutomationBridge.McpAutomationBridgeSettings]` still load while `[/Script/EngineWire.EngineWireSettings]` is empty.
162
+ - **`get_component_details`** lists property values only with `propertyNames` or `detailed: true`.
163
+ - **`resume`** answers `GAME_PAUSED` when the game paused itself (a pause menu or a title screen); pass `unpauseGame: true` to lift that pause too.
164
+ - **A spawn whose actor destroys itself** answers `SPAWNED_THEN_DESTROYED`, and property reads and writes refuse a destroyed actor.
165
+ - **Reply fields**: `remove_mapping` and a per-mapping `set_modifier` return `actionMappings` (was `mappingCount` and `mappings`), and `set_camera` returns `requestedLocation` and `requestedRotation` only when the pose was not taken.
166
+
167
+ </details>
168
+
169
+ <details>
170
+ <summary><b>🔄 Dependencies</b></summary>
171
+
172
+ - GitHub Actions only: release-drafter 7.10.0, CodeQL 4.38.3 and setup-node 7.1.0 (#670-#674). No npm package changed.
173
+
174
+ </details>
175
+
176
+ <details>
177
+ <summary><b>👥 Contributors</b></summary>
178
+
179
+ - @SoloGorilla for making Niagara edits act only on the emitter the caller named (#658), and Niagara create actions refuse a folder that cannot be a package instead of reporting success with nothing saved (#668).
180
+ - @Robin7-hub-code for reporting the negative zero that strict MCP clients rejected (#661), and @HeCPDF for reporting the Android packaging failure (#665).
181
+
182
+ </details>
183
+
184
+ <details>
185
+ <summary><b>📊 Change Statistics</b></summary>
186
+
187
+ | Metric | Count |
188
+ |--------|-------|
189
+ | Diff range | `v0.6.0-beta-e..v0.6.0-beta-f` |
190
+ | Commits | 212, the version bump and this release entry included |
191
+ | Files changed | 1,976 (1,950 hand-written, not counting generated files or line-ending-only changes) |
192
+ | Insertions / deletions | 34,715 / 11,597 (hand-written: 26,407 / 10,792) |
193
+ | Capability records | 416 |
194
+ | Callable `{tool, action}` pairs | 1,554 |
195
+ | C++ domain directories | 55 |
196
+
197
+ </details>
198
+
199
+ ---
200
+
16
201
  ## 🏷️ [0.6.0-beta-e] - 2026-10-09
17
202
 
18
203
  > [!NOTE]
package/README.md CHANGED
@@ -1,11 +1,13 @@
1
1
  <p align="center">
2
- <img src="https://raw.githubusercontent.com/wiki/ChiR24/Unreal_mcp/assets/banner.svg" alt="Unreal Engine MCP Server: let any AI assistant work inside the Unreal Editor" width="100%">
2
+ <img src="Public/banner.svg" alt="EngineWire: let any AI assistant work inside the Unreal Editor" width="100%">
3
3
  </p>
4
4
 
5
+ <h1 align="center">EngineWire</h1>
6
+
5
7
  <p align="center">
6
8
  <a href="https://opensource.org/licenses/MIT"><img alt="License: MIT" src="https://img.shields.io/badge/License-MIT-yellow.svg"></a>
7
9
  <a href="https://www.npmjs.com/package/unreal-engine-mcp-server"><img alt="npm" src="https://img.shields.io/npm/v/unreal-engine-mcp-server"></a>
8
- <a href="https://www.npmjs.com/package/unreal-engine-mcp-server?activeTab=versions"><img alt="npm beta" src="https://img.shields.io/npm/v/unreal-engine-mcp-server/beta?label=npm%20%40beta&color=8957e5"></a>
10
+ <a href="https://www.fab.com/listings/9407137f-14b3-44a8-af0e-e9c6a9c9f6fc"><img alt="Get it on Fab" src="https://img.shields.io/badge/Fab-Get%20EngineWire-0a0a0a"></a>
9
11
  <a href="https://github.com/modelcontextprotocol/sdk"><img alt="MCP SDK" src="https://img.shields.io/badge/MCP%20SDK-TypeScript-blue"></a>
10
12
  <a href="https://www.unrealengine.com/"><img alt="Unreal Engine 5.0-5.8" src="https://img.shields.io/badge/Unreal%20Engine-5.0--5.8-orange"></a>
11
13
  <a href="https://registry.modelcontextprotocol.io/"><img alt="MCP Registry" src="https://img.shields.io/badge/MCP%20Registry-Published-green"></a>
@@ -15,7 +17,7 @@
15
17
  </p>
16
18
 
17
19
  <p align="center">
18
- <b>Connect Claude, Cursor, VS Code or any other MCP client to a running Unreal Editor,</b><br>
20
+ <b>EngineWire connects Claude, Cursor, VS Code or any other MCP client to a running Unreal Editor,</b><br>
19
21
  and let it build levels, Blueprints, UI, materials, effects and more, through a native C++ editor plugin.
20
22
  </p>
21
23
 
@@ -24,13 +26,15 @@
24
26
  </p>
25
27
 
26
28
  <p align="center">
29
+ <a href="https://enginewire.dev"><b>🌐 enginewire.dev</b></a> &nbsp;·&nbsp;
30
+ <a href="https://www.fab.com/listings/9407137f-14b3-44a8-af0e-e9c6a9c9f6fc"><b>🛒 Fab</b></a> &nbsp;·&nbsp;
27
31
  <a href="https://github.com/ChiR24/Unreal_mcp/wiki/Quick-Start"><b>🚀 Quick Start</b></a> &nbsp;·&nbsp;
28
32
  <a href="https://github.com/ChiR24/Unreal_mcp/wiki"><b>📖 Wiki</b></a> &nbsp;·&nbsp;
29
33
  <a href="https://github.com/ChiR24/Unreal_mcp/releases"><b>📦 Releases</b></a> &nbsp;·&nbsp;
30
34
  <a href="https://github.com/ChiR24/Unreal_mcp/discussions"><b>💬 Discussions</b></a>
31
35
  </p>
32
36
 
33
- > 📌 **Which version is this?** This README describes the **0.6** line: the `dev` branch and npm `unreal-engine-mcp-server@beta`. The previous stable release, **0.5.30** (npm `latest`), exposes 23 separate tools instead of one; see [Upgrading from 0.5.x](https://github.com/ChiR24/Unreal_mcp/wiki/Upgrading).
37
+ > 📌 **Which version is this?** This README describes **0.6.0**, the stable release: npm `unreal-engine-mcp-server` (`latest`) and the plugin on the [Releases page](https://github.com/ChiR24/Unreal_mcp/releases) and on [Fab](https://www.fab.com/listings/9407137f-14b3-44a8-af0e-e9c6a9c9f6fc). The previous release, **0.5.30**, exposes 23 separate tools instead of one; see [Upgrading from 0.5.x](https://github.com/ChiR24/Unreal_mcp/wiki/Upgrading).
34
38
 
35
39
  **Contents** · [What it does](#what-it-does) · [How it works](#how-it-works) · [Quick start](#quick-start) · [The `unreal` tool](#the-unreal-tool) · [Configuration](#configuration) · [Security](#security) · [Engine plugins](#engine-plugins) · [Docker](#docker) · [Documentation](#documentation) · [Development](#development) · [Community](#community)
36
40
 
@@ -91,35 +95,38 @@ Nearly 400 capabilities in all, behind a single MCP tool. The assistant finds th
91
95
  ## How it works
92
96
 
93
97
  <p align="center">
94
- <img src="https://raw.githubusercontent.com/wiki/ChiR24/Unreal_mcp/assets/diagrams/architecture.svg" alt="Architecture: an AI client reaches the MCP Automation Bridge plugin inside the Unreal Editor either over Streamable HTTP on port 3000 (Route A) or through the Node.js server over stdio and a WebSocket on port 8090 (Route B); the plugin drives the editor APIs on the game thread" width="100%">
98
+ <img src="Public/architecture.svg" alt="Architecture: an AI client reaches the EngineWire plugin inside the Unreal Editor over Streamable HTTP on port 3000, either directly (Route A) or through the Node.js stdio proxy (Route B); the plugin drives the editor APIs on the game thread" width="100%">
95
99
  </p>
96
100
 
97
- The **MCP Automation Bridge** plugin runs inside the editor and does all the work, on the editor's game thread. Clients reach it in one of two ways, and both expose the same single tool, `unreal`:
101
+ The **EngineWire** plugin runs inside the editor and does all the work, on the editor's game thread, and serves MCP itself. Clients reach it in one of two ways, and both get the same single tool, `unreal`:
98
102
 
99
103
  | | 🌐 Route A · Native HTTP | 🧩 Route B · stdio |
100
104
  | --- | --- | --- |
101
- | **Path** | Client → the plugin's Streamable HTTP server at `http://127.0.0.1:3000/mcp` | Client → `unreal-engine-mcp-server` (Node.js, stdio) → the plugin's WebSocket on `127.0.0.1:8090` |
105
+ | **Path** | Client → the plugin's Streamable HTTP server at `http://127.0.0.1:3000/mcp` | Client → `unreal-engine-mcp-server` (Node.js, stdio) → the same `/mcp` |
102
106
  | **Node.js** | Not needed | 20.19 or later |
103
107
  | **Capability token** | The client sends it in the `X-MCP-Capability-Token` header | Read from the project, given `UE_PROJECT_PATH` |
104
- | **Best for** | Claude Code, Cursor, VS Code, and several clients sharing one editor | Claude Desktop, and clients that only launch local commands |
108
+ | **Editor restarts** | The client reconnects by hand | The session stays: calls answer `NOT_CONNECTED` until the editor is back |
109
+ | **Best for** | Claude Code, Cursor, VS Code, and several clients sharing one editor | Claude Desktop, clients that only launch local commands, and long sessions across editor restarts |
105
110
 
106
111
  Everything listens on `127.0.0.1` and requires the project's capability token unless you change it.
107
112
 
108
113
  ## Quick start
109
114
 
110
- The [Quick Start](https://github.com/ChiR24/Unreal_mcp/wiki/Quick-Start) page walks through this with screenshots. You need Unreal Engine 5.0 to 5.8 and a project with C++ code; a Blueprint-only project can use [prebuilt binaries](https://github.com/ChiR24/Unreal_mcp/wiki/Installation#option-c-prebuilt-binaries).
115
+ The [Quick Start](https://github.com/ChiR24/Unreal_mcp/wiki/Quick-Start) page walks through this with screenshots. You need Unreal Engine 5.0 to 5.8. Installing from Fab needs nothing else; building the plugin from source needs a project with C++ code (a Blueprint-only project can install from Fab or use [prebuilt binaries](https://github.com/ChiR24/Unreal_mcp/wiki/Installation#option-c-prebuilt-binaries)).
111
116
 
112
117
  ### 1. Add the plugin
113
118
 
114
- Download `McpAutomationBridge-plugin-<version>.zip` from the newest `v0.6` pre-release on the [Releases page](https://github.com/ChiR24/Unreal_mcp/releases), and copy the `McpAutomationBridge` folder it contains into your project:
119
+ **From Fab (no compiler needed).** Get [EngineWire on Fab](https://www.fab.com/listings/9407137f-14b3-44a8-af0e-e9c6a9c9f6fc). In the Epic Games Launcher, open **Unreal Engine › Library › Fab Library**, find **EngineWire** and click **Install to Engine** for your engine version. Open your project, enable **EngineWire** in **Edit › Plugins** and restart the editor. The Fab build ships with the native server off: turn on **Enable Native MCP Server** in **Edit › Project Settings › Plugins › EngineWire › Native MCP** and restart once more. Fab updates follow Epic's review, so the Fab build can trail the newest release here.
120
+
121
+ **From a release.** Download `EngineWire-plugin-<version>.zip` from the newest release on the [Releases page](https://github.com/ChiR24/Unreal_mcp/releases), and copy the `EngineWire` folder it contains into your project:
115
122
 
116
123
  ```text
117
- MyGame/Plugins/McpAutomationBridge/
124
+ MyGame/Plugins/EngineWire/
118
125
  ```
119
126
 
120
- Or use a clone of this repository: copy `plugins/McpAutomationBridge/`, or reference the folder from your `.uproject` with `"AdditionalPluginDirectories": ["C:/Path/To/Unreal_mcp/plugins"]`.
127
+ Or use a clone of this repository: copy `plugins/EngineWire/`, or reference the folder from your `.uproject` with `"AdditionalPluginDirectories": ["C:/Path/To/Unreal_mcp/plugins"]`.
121
128
 
122
- Open the project and let Unreal rebuild the plugin. When it's loaded, the status bar shows **`MCP off`**. If you see *"Engine modules cannot be compiled at runtime"*, build the project once in Visual Studio, Rider or Xcode. More in [Installation](https://github.com/ChiR24/Unreal_mcp/wiki/Installation).
129
+ Open the project and let Unreal rebuild the plugin. When it's loaded, the status bar shows **`MCP :3000 (0)`**: the plugin serves MCP on port `3000`. If you see *"Engine modules cannot be compiled at runtime"*, build the project once in Visual Studio, Rider or Xcode. More in [Installation](https://github.com/ChiR24/Unreal_mcp/wiki/Installation).
123
130
 
124
131
  https://github.com/user-attachments/assets/d8b86ebc-4364-48c9-9781-de854bf3ef7d
125
132
 
@@ -134,7 +141,7 @@ Build the plugin once on a machine with the engine and a compiler, then hand out
134
141
  node scripts/package-plugin.mjs "C:/Program Files/Epic Games/UE_5.7"
135
142
  ```
136
143
 
137
- This writes `build/McpAutomationBridge-v<version>-UE5.7-<Platform>.zip`, where `<version>` is the `package.json` version (currently `0.6.0-beta-e`). Unzip it into `YourProject/Plugins/`. Binaries only work with the engine minor and platform they were built for: a 5.6 build won't load in 5.5, 5.7 or 5.8.
144
+ This writes `build/EngineWire-v<version>-UE5.7-<Platform>.zip`, where `<version>` is the `package.json` version (currently `0.6.0`). Unzip it into `YourProject/Plugins/`. Binaries only work with the engine minor and platform they were built for: a 5.6 build won't load in 5.5, 5.7 or 5.8.
138
145
 
139
146
  </details>
140
147
 
@@ -142,7 +149,7 @@ This writes `build/McpAutomationBridge-v<version>-UE5.7-<Platform>.zip`, where `
142
149
 
143
150
  **Route A · Native HTTP (no Node.js)**
144
151
 
145
- 1. In **Edit › Project Settings › Plugins › MCP Automation Bridge**, tick **Enable Native MCP Server** (port `3000` by default), then restart the editor. The status bar now reads **`MCP :3000 (0)`**.
152
+ 1. **Enable Native MCP Server** is on by default (**Edit › Project Settings › Plugins › EngineWire**, port `3000`); the Fab build ships with it off. A project where it is off needs it on and an editor restart.
146
153
 
147
154
  <img src="https://raw.githubusercontent.com/wiki/ChiR24/Unreal_mcp/assets/screenshots/settings-native-mcp.png" alt="The Native MCP section of the plugin settings, with Enable Native MCP Server ticked" width="520">
148
155
 
@@ -173,31 +180,10 @@ This writes `build/McpAutomationBridge-v<version>-UE5.7-<Platform>.zip`, where `
173
180
 
174
181
  <img src="https://raw.githubusercontent.com/wiki/ChiR24/Unreal_mcp/assets/screenshots/status-bar.png" alt="Unreal Editor status bar showing MCP :3000 (1): the native MCP server on port 3000 with one client connected" width="520">
175
182
 
176
- <details>
177
- <summary><b>Keep the session when the editor restarts (proxy, Node.js 20.19+)</b></summary>
178
-
179
- <br>
180
-
181
- A client connected straight to `/mcp` loses its session whenever the editor closes or crashes, and has to reconnect by hand. The package's `proxy` command sits in between over stdio: while the editor is down every call answers `NOT_CONNECTED`, and the first call after it is back reaches it, with no reconnect. It keeps the editor's last tool list, so a session that starts before the editor still gets the real tool.
182
-
183
- ```json
184
- {
185
- "mcpServers": {
186
- "unreal-engine": {
187
- "command": "npx",
188
- "args": ["-y", "unreal-engine-mcp-server@beta", "proxy"],
189
- "env": { "UE_PROJECT_PATH": "C:/Path/To/YourProject" }
190
- }
191
- }
192
- }
193
- ```
194
-
195
- The token is found the same way as on Route B (`MCP_AUTOMATION_CAPABILITY_TOKEN`, else the project's token file). `UNREAL_MCP_URL` points it at another endpoint (default `http://127.0.0.1:3000/mcp`). Route B survives editor restarts the same way on its own.
196
-
197
- </details>
198
-
199
183
  **Route B · stdio (Node.js 20.19+)**
200
184
 
185
+ The package is a small stdio proxy in front of the same `/mcp`. A client connected straight to `/mcp` loses its session whenever the editor closes or crashes, and has to reconnect by hand. Through the proxy, every call answers `NOT_CONNECTED` while the editor is down, and the first call after it is back reaches it, with no reconnect. It keeps the editor's last tool list, so a session that starts before the editor still gets the real tool.
186
+
201
187
  Add this to your client's MCP configuration, for example Claude Desktop's `claude_desktop_config.json`:
202
188
 
203
189
  ```json
@@ -205,7 +191,7 @@ Add this to your client's MCP configuration, for example Claude Desktop's `claud
205
191
  "mcpServers": {
206
192
  "unreal-engine": {
207
193
  "command": "npx",
208
- "args": ["-y", "unreal-engine-mcp-server@beta"],
194
+ "args": ["-y", "unreal-engine-mcp-server"],
209
195
  "env": {
210
196
  "UE_PROJECT_PATH": "C:/Path/To/YourProject"
211
197
  }
@@ -214,7 +200,7 @@ Add this to your client's MCP configuration, for example Claude Desktop's `claud
214
200
  }
215
201
  ```
216
202
 
217
- `UE_PROJECT_PATH` (the project folder or its `.uproject`) is how the server finds the capability token and the plugin's port, so nothing else needs setting. Keep the `@beta` tag: without it, npm installs 0.5.30, which doesn't match a 0.6 plugin.
203
+ `UE_PROJECT_PATH` (the project folder or its `.uproject`) is how the proxy finds the capability token (`MCP_AUTOMATION_CAPABILITY_TOKEN` overrides it). `UNREAL_MCP_URL` points it at another endpoint (default `http://127.0.0.1:3000/mcp`). Pair it with a 0.6 plugin; a 0.5.x plugin serves its 23 separate tools instead of the `unreal` gateway.
218
204
 
219
205
  ### 3. Try it
220
206
 
@@ -232,7 +218,7 @@ Both routes expose exactly **one** MCP tool, `unreal`, with four operations. Onl
232
218
  | `configure` | Enables or disables groups of internal tools; never touches the editor |
233
219
 
234
220
  <p align="center">
235
- <img src="https://raw.githubusercontent.com/wiki/ChiR24/Unreal_mcp/assets/diagrams/gateway.svg" alt="The gateway flow: search with a query returns rows with a nextCall; describe with tool and action returns the contract; execute with params, and consent when needed, returns data and a receipt listing changes, handles and warnings" width="100%">
221
+ <img src="Public/gateway.svg" alt="The gateway flow: search with a query returns rows with a nextCall; describe with tool and action returns the contract; execute with params, and consent when needed, returns data and a receipt listing changes, handles and warnings" width="100%">
236
222
  </p>
237
223
 
238
224
  A typical exchange:
@@ -256,7 +242,7 @@ A typical exchange:
256
242
 
257
243
  - **Parameters are strict.** An undeclared name is refused with `UNDECLARED_PARAMETER` and the list of allowed names; every error carries an executable `nextCall`.
258
244
  - **Deletes need consent.** 62 capabilities (all destructive ones, plus some writes) only run with the `consentGrant` from `describe`, passed back as a top-level `consent` field.
259
- - **Names.** Both routes accept the `tool` + `action` pair; the stdio route also accepts a capability id, such as `"capability": "control_actor.spawn"`.
245
+ - **Names.** A call names the `tool` + `action` pair or a capability id, such as `"capability": "control_actor.spawn"`.
260
246
 
261
247
  Full reference with real replies: [Using the Gateway](https://github.com/ChiR24/Unreal_mcp/wiki/Using-the-Gateway).
262
248
 
@@ -266,7 +252,7 @@ The single `unreal` tool is permanent on both routes; there is no opt-out and no
266
252
 
267
253
  ### Protocol versions
268
254
 
269
- Both routes negotiate the MCP protocol version at `initialize`. The native `/mcp` transport supports `2025-11-25` (latest), `2025-06-18` and `2025-03-26`; the stdio server also accepts the legacy `2024-11-05` and `2024-10-07`. An unsupported `MCP-Protocol-Version` header on the native route gets HTTP 400. Both also answer `server/discover` without a session, listing those versions, so a client on the newer 2026-07-28 revision falls back to `initialize`. Details: [docs/protocol.md](https://github.com/ChiR24/Unreal_mcp/blob/dev/docs/protocol.md).
255
+ Both routes negotiate the MCP protocol version at `initialize`: `2025-11-25` (latest), `2025-06-18` or `2025-03-26`. A client asking for an older version is answered with `2025-11-25`. An unsupported `MCP-Protocol-Version` header on the native route gets HTTP 400. Both also serve MCP 2026-07-28 per request, with no `initialize` or session, and answer `server/discover` with it. Details: [docs/protocol.md](https://github.com/ChiR24/Unreal_mcp/blob/dev/docs/protocol.md).
270
256
 
271
257
  <details>
272
258
  <summary><b>The 23 internal tools behind <code>unreal</code></b></summary>
@@ -305,15 +291,15 @@ These route requests inside the gateway; clients never list them. More in the [T
305
291
 
306
292
  ## Configuration
307
293
 
308
- Most setups touch one setting: **Enable Native MCP Server** for Route A, or `UE_PROJECT_PATH` for Route B. Everything is listed on the [Configuration](https://github.com/ChiR24/Unreal_mcp/wiki/Configuration) page.
294
+ Most setups touch one setting: `UE_PROJECT_PATH` for Route B; Route A needs none. Everything is listed on the [Configuration](https://github.com/ChiR24/Unreal_mcp/wiki/Configuration) page.
309
295
 
310
- **Plugin settings** (Project Settings › Plugins › MCP Automation Bridge, saved in `Config/DefaultGame.ini`):
296
+ **Plugin settings** (Project Settings › Plugins › EngineWire, saved in `Config/DefaultGame.ini`):
311
297
 
312
298
  | Setting | Default | |
313
299
  | --- | --- | --- |
314
- | Enable Native MCP Server | off | Serve MCP over HTTP at `/mcp` |
300
+ | Enable Native MCP Server | on | Serve MCP over HTTP at `/mcp` (both routes use it) |
315
301
  | Native MCP Port | `3000` | The `MCP_NATIVE_PORT` environment variable of the editor process overrides it |
316
- | Listen Ports | `8090,8091` | WebSocket ports for Route B |
302
+ | Listen Ports | `8090,8091` | The plugin's WebSocket listener; neither route uses it |
317
303
  | Require Capability Token | on | Both routes refuse clients without the token |
318
304
  | Allow Non Loopback | off | LAN access for both listeners. See [Security](https://github.com/ChiR24/Unreal_mcp/wiki/Security#lan-access). |
319
305
 
@@ -321,11 +307,9 @@ Most setups touch one setting: **Enable Native MCP Server** for Route A, or `UE_
321
307
 
322
308
  | Variable | Default | |
323
309
  | --- | --- | --- |
324
- | `UE_PROJECT_PATH` | unset | Project folder or `.uproject`; used to find the token and the port |
325
- | `MCP_AUTOMATION_PORT` | the project's first Listen Ports entry, else `8090` | Editor WebSocket port |
326
- | `MCP_AUTOMATION_HOST` | `127.0.0.1` | A LAN address also needs `MCP_AUTOMATION_ALLOW_NON_LOOPBACK=true` |
327
- | `MCP_AUTOMATION_CAPABILITY_TOKEN` | read from the token file | Token to present, when the server can't read the project folder |
328
- | `MCP_ADDITIONAL_PATH_PREFIXES` | empty | Extra content roots such as `/MyPluginContent/`, comma-separated; most content-path arguments also accept the mounts the connected editor reports, so this is needed only with no editor connected, for a mount the editor does not report or the server ignores, and for arguments the server treats as files (`filePath`, `outputPath` and a few others), even where `outputPath` names an asset |
310
+ | `UE_PROJECT_PATH` | unset | Project folder or `.uproject`; used to find the token |
311
+ | `MCP_AUTOMATION_CAPABILITY_TOKEN` | read from the token file | Token to present, when the proxy can't read the project folder |
312
+ | `UNREAL_MCP_URL` | `http://127.0.0.1:3000/mcp` | The editor's `/mcp` endpoint |
329
313
  | `LOG_LEVEL` | `info` | `debug`, `info`, `warn` or `error`; logs go to stderr |
330
314
 
331
315
  ## Security
@@ -333,7 +317,7 @@ Most setups touch one setting: **Enable Native MCP Server** for Route A, or `UE_
333
317
  - **Local by default.** Both routes listen on `127.0.0.1` only. LAN access needs **Allow Non Loopback**, and the native server refuses to bind off-loopback unless **Require Capability Token** is on.
334
318
  - **Capability token.** Generated per project at `<Project>/Saved/MCP/capability-token` (a value typed into **Capability Token** overrides it) and compared in constant time. Delete the file and restart the editor to rotate it.
335
319
  - **Consent for destructive work.** Deletes and some other writes need a per-call consent grant, which the plugin checks itself.
336
- - **Guard rails.** Asset paths are limited to `/Game`, `/Engine`, `/Script`, `/Temp`, `/Niagara` plus configured prefixes, and a content path may also sit under a mount the connected editor reports; arguments the server treats as files (such as `filePath`, and `outputPath` even where it names an asset) never use the reported mounts; console commands that chain or quit the editor are blocked; the plugin's own settings are out of reach of automation.
320
+ - **Guard rails.** Asset paths are limited to `/Game`, `/Engine`, `/Script`, `/Temp` and `/Niagara`, and a content path may also sit under a mount the connected editor reports; arguments the server treats as files (such as `filePath`, and `outputPath` even where it names an asset) never use the reported mounts; console commands that chain or quit the editor are blocked; the plugin's own settings are out of reach of automation.
337
321
 
338
322
  Details: [Security](https://github.com/ChiR24/Unreal_mcp/wiki/Security). Please report vulnerabilities privately through [GitHub security advisories](https://github.com/ChiR24/Unreal_mcp/security/advisories/new).
339
323
 
@@ -373,7 +357,7 @@ The bridge declares its engine-plugin dependencies, so Unreal enables them toget
373
357
  | **MetaSound**, **Synthesis** | `manage_audio`: MetaSound authoring |
374
358
  | **Enhanced Input**, **Online Subsystem**, **Online Subsystem Utils** | `manage_networking`: input mappings, sessions |
375
359
  | **Interchange**, **Interchange OpenUSD**, **Data Validation**, **StructUtils** | Import/export, validation, struct helpers |
376
- | **Fab**, **Bridge** | Fab asset library access (optional `McpAutomationBridgeFab` module) |
360
+ | **Fab**, **Bridge** | Fab asset library access (optional `EngineWireFab` module) |
377
361
 
378
362
  </details>
379
363
 
@@ -381,7 +365,7 @@ The plugin targets every Unreal Engine minor from 5.0 to 5.8. If it fails to bui
381
365
 
382
366
  ## Docker
383
367
 
384
- The image runs the stdio server. It has to reach the editor's WebSocket on `127.0.0.1`, so use host networking (Linux), and pass the token because the container can't read your project folder:
368
+ The image runs the stdio proxy. It has to reach the editor's `/mcp` on `127.0.0.1:3000`, so use host networking (Linux), and pass the token because the container can't read your project folder:
385
369
 
386
370
  ```bash
387
371
  docker build -t unreal-mcp .
@@ -413,19 +397,18 @@ npm run dev # run from source with ts-node
413
397
  npm run lint # ESLint (CI fails on any warning)
414
398
  npm run type-check # tsc --noEmit, sources and tests
415
399
  npm run test:unit # Vitest unit tests (no Unreal required)
416
- npm run test:smoke # offline mock-mode MCP check (needs built dist/)
417
400
  npm run test:params # strict parameter audit
418
401
  npm run registry:generate # capability records -> generated contracts, native shards, action reference
419
402
  npm run registry:check # fail if generated artifacts drift
420
403
  npm run manifest:check # fail if the gateway manifest drifts
421
404
  npm run eval:check # search-ranking corpus
422
405
  npm run version:check # all version sources agree
423
- npm test # integration suite (needs a live Unreal Editor + bridge)
406
+ npm test # integration suite (needs a live Unreal Editor serving /mcp)
424
407
  ```
425
408
 
426
409
  The capability records in `src/tools/catalog/capabilities/records/` are the single source of truth; every `*.generated.*` file, the plugin's `MCP/Generated/` shards and the action reference are generated from them. Never hand-edit generated files. How to add a capability: [Development](https://github.com/ChiR24/Unreal_mcp/wiki/Development).
427
410
 
428
- **CI** runs, in order: ESLint (`npx eslint . --max-warnings=0`), type-check, unit tests, `registry:check`, `manifest:check`, `headers:check`, the strict parameter audit (`test:params`) and `eval:check`, then a blocking runtime dependency audit (`npm audit --omit=dev --audit-level=moderate`) and an informational full-tree audit. A Node 20.19 / 26 matrix adds `build` and `test:smoke`. Plugin packaging runs only when an Unreal Engine root is configured, because CI runners don't ship an engine. Release archives exclude `Binaries/`, `Intermediate/` and `Saved/`.
411
+ **CI** runs, in order: ESLint (`npx eslint . --max-warnings=0`), type-check, unit tests, `registry:check`, `manifest:check`, `headers:check`, the strict parameter audit (`test:params`) and `eval:check`, then a blocking runtime dependency audit (`npm audit --omit=dev --audit-level=moderate`) and an informational full-tree audit. A Node 20.19 / 26 matrix adds `build`. Plugin packaging runs only when an Unreal Engine root is configured, because CI runners don't ship an engine. Release archives exclude `Binaries/`, `Intermediate/` and `Saved/`.
429
412
 
430
413
  ## Community
431
414
 
package/dist/cli.js CHANGED
@@ -1,15 +1,5 @@
1
1
  #!/usr/bin/env node
2
- import { Logger } from './utils/logging/logger.js';
3
- if (process.argv[2] === 'proxy') {
4
- const { startNativeProxy } = await import('./proxy/native-proxy.js');
5
- startNativeProxy();
6
- process.stdin.once('end', () => process.exit(0));
7
- }
8
- else {
9
- const { startStdioServer } = await import('./index.js');
10
- startStdioServer().catch((err) => {
11
- new Logger('CLI').error('Failed to start server:', err instanceof Error ? err : String(err));
12
- process.exit(1);
13
- });
14
- }
2
+ import { startNativeProxy } from './proxy/native-proxy.js';
3
+ startNativeProxy();
4
+ process.stdin.once('end', () => process.exit(0));
15
5
  //# sourceMappingURL=cli.js.map
package/dist/constants.js CHANGED
@@ -1,18 +1,3 @@
1
1
  import { createRequire } from 'node:module';
2
2
  export const PACKAGE = createRequire(import.meta.url)('../package.json');
3
- export const DEFAULT_AUTOMATION_HOST = '127.0.0.1';
4
- export const DEFAULT_AUTOMATION_PORT = 8090;
5
- export const DEFAULT_NEGOTIATED_PROTOCOLS = ['mcp-automation'];
6
- export const DEFAULT_HEARTBEAT_INTERVAL_MS = 10000;
7
- export const DEFAULT_MAX_PENDING_REQUESTS = 25;
8
- export const DEFAULT_MAX_QUEUED_REQUESTS = 100;
9
- export const DEFAULT_MAX_INBOUND_MESSAGES_PER_MINUTE = 600;
10
- export const LONG_RUNNING_OP_TIMEOUT_MS = 300000;
11
- export const CONSOLE_COMMAND_TIMEOUT_MS = 30000;
12
- export const ENGINE_QUERY_TIMEOUT_MS = 15000;
13
- export const PROGRESS_EXTENSION_MS = 30000;
14
- export const MAX_PROGRESS_EXTENSIONS = 10;
15
- export const PROGRESS_STALE_THRESHOLD = 3;
16
- export const ABSOLUTE_MAX_TIMEOUT_MS = 300000;
17
- export const MAX_WS_MESSAGE_SIZE_BYTES = 5 * 1024 * 1024;
18
3
  //# sourceMappingURL=constants.js.map