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Releases: CarlxsMG/UEAgent

UEAgent 1.2.2

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@CarlxsMG CarlxsMG released this 15 Oct 19:48
66a16cf

A patch release: more calls that killed or hung the editor are refused, the Sequencer tools accept either spelling of their sequence, and a no-op no longer saves.

Fixed

  • Calls that killed or hung the editor are refused before they touch anything:
    copy_dynamic_mesh_to_static_mesh with lod_index 8 or more, a huge section_index on the procedural
    mesh tools or element_index on set_procedural_mesh_material, a procedural grid past 1,000,000
    vertices, a huge option_index on the EQS tools, and duplicate_anim_sequence onto an existing asset.
  • Ten Sequencer tools refused a call with only sequence_path or only sequence_name: they published
    both as required. Either spelling works now (add_shot_track, add_subsequence_track,
    add_camera_cut_section, get_sequence_track_count and six more).
  • A valid no-op succeeds without saving: the IK Rig, retargeter and animation tools saved on a no-op,
    so during Play-in-Editor or under a read-only root a no-op failed.
  • Montage slots: create_anim_montage, add_montage_segment and add_montage_slot added duplicate
    empty DefaultSlot tracks.
  • Wrong answers: is_bvh_valid_for_mesh always answered false; reimport_anim_sequence,
    rename_pose_in_pose_asset and set_pose_asset_base_pose answered success for a refusal;
    add_subsequence_track used a cinematic shot track; the track counts left out the camera cut and
    binding tracks; get_niagara_data_interfaces reported object names instead of parameter names.
  • Undo for connect_ik_goal_to_solver, set_retargeter_op_settings and the blend space setters.

The full list is in the changelog.

Measured on 172 tool calls in a headless editor: all 172 answer as expected, the 125 that 1.2.1 already
passed included; on 1.2.1 five of the 47 new calls killed or hung the editor.

Install

  1. Download UEAgent-1.2.2-UE5.8-Win64.zip and unzip it into <YourProject>/Plugins/, replacing
    an older Plugins/UEAgent.
  2. Open the project with Unreal Engine 5.8 on Windows. The plugin is precompiled: no compiler is
    needed, in a Blueprint-only project or a C++ one. The status bar shows MCP · 55561.
  3. Connect your client: see Clients.

Files

File
UEAgent-1.2.2-UE5.8-Win64.zip The plugin, built for Unreal Engine 5.8 (Win64), with its source.
UEAgent-1.2.2-UE5.8-Win64-symbols.zip Debug symbols (.pdb). Only needed for readable crash call stacks: unzip it over the plugin.
SHA256SUMS.txt SHA-256 of both archives.

UEAgent is released under the MIT License.

UEAgent 1.2.1

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@CarlxsMG CarlxsMG released this 15 Oct 17:44
e4a2029

A patch release: calls that killed the editor are refused, and tools that answered success for nothing now say what happened.

Fixed

  • Calls that killed the editor are refused before they touch anything: a negative section_index on the
    procedural mesh tools, remap_material_ids with compact: true, a negative option_index on
    add_eqs_test and add_eqs_generator, add_spring_arm and add_camera_component with the name of an
    existing component (they now take a free name), set_anim_frame_rate with an fps that rounds to 0,
    move_ik_solver_in_stack past the end of the stack, and add_skeletal_mesh_socket copying to the
    skeleton of a mesh without one.
  • Answers that said success for nothing: set_anim_curve_keys on a transform curve,
    add_anim_bone_track and set_anim_bone_track_keys with an unknown bone (they wrote the root track),
    generate_mesh_uvs (it deleted the UV channels above the one it wrote), apply_uniform_remesh (it could
    not use uv_preserving), set_anim_frame_rate and set_anim_number_of_frames (wrong read-back), the
    dynamic mesh and render target tools, the MetaSound graph input and output tools, the Niagara data
    interface tools, add_mass_trait, add_widget_to_blueprint, remove_string_table_entry, the material
    instance parameter tools, the USD specifier tools, and the stop tools of behavior trees, level sequences
    and widget animations.
  • Saves that failed in silence now fail the call with save_error: the Sequencer, animation sequence,
    IK rig and retargeter, Gameplay Cameras, Chooser, geometry collection and Interchange pipeline tools.
  • Edits that were lost or half written: the Niagara data interface tools, the set_game_mode_* setters,
    the gameplay effect and cue setters during Play-in-Editor, create_level_sequence on an existing
    sequence, and create_audio_bus / create_sound_source_bus on an existing asset.
  • Undo for the smart object slot tools, the EQS, spring arm and camera component tools, the Gameplay
    Cameras setters, the IK settings and retarget pose setters, the Chooser tools,
    remove_niagara_data_interface and set_control_bus_mix_stage_value.
  • Documented no-ops that answered failure now succeed (remove_marked_frame, clear_marked_frames, the
    sequence folder tools, add_notify_track).
  • setup_foot_ik binds the legs, remove_widget reaches the widgets created in Play-in-Editor, and more:
    see the changelog.

Measured on 125 tool calls in a headless editor: with 1.2.0, 11 of them kill the editor and 95 answer
wrong; with 1.2.1 all 125 answer as expected.

Schema changes

interp_mode of set_anim_curve_interp_mode and rotation of rotate_dynamic_mesh are required (the
tools already refused a call without them); duration_seconds of set_gameplay_effect_duration is optional
(only HasDuration needs it); the six tag lists of set_gameplay_effect_component_target_tag_requirements
are arrays; remove_widget takes an optional target_world.

Install

  1. Download UEAgent-1.2.1-UE5.8-Win64.zip and unzip it into <YourProject>/Plugins/, replacing
    an older Plugins/UEAgent.
  2. Open the project with Unreal Engine 5.8 on Windows. The plugin is precompiled: no compiler is
    needed, in a Blueprint-only project or a C++ one. The status bar shows MCP · 55561.
  3. Connect your client: see Clients.

Files

File
UEAgent-1.2.1-UE5.8-Win64.zip The plugin, built for Unreal Engine 5.8 (Win64), with its source.
UEAgent-1.2.1-UE5.8-Win64-symbols.zip Debug symbols (.pdb). Only needed for readable crash call stacks: unzip it over the plugin.
SHA256SUMS.txt SHA-256 of both archives.

UEAgent is released under the MIT License.

UEAgent 1.2.0

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@CarlxsMG CarlxsMG released this 15 Oct 15:47
97cd1ab

Every tool now says whether it reads or writes and what it answers, 533 tool definitions were rewritten
from their code, and tools that answered success for a failure now say what happened.

What's new

  • Tool annotations. Every tool publishes readOnlyHint, destructiveHint, idempotentHint and
    openWorldHint, derived from the code it runs: 640 tools are read-only, 403 additive and 1054
    destructive, and only execute_python and execute_python_file reach outside the editor. A client
    can tell get_blueprint_info from delete_asset without reading the prose, and a reader that
    saves, compiles or writes a file is not marked read-only.
  • Return shapes. Every description ends with what the tool answers (Returns: { ... }), in
    tools/list and in describe_tool.
  • 533 tool definitions rewritten from their code: what each tool reads or changes, its side
    effects, what a wrong input does and which sibling tool to use instead. About 100 described
    something the code does not do and now match it.
  • A Claude Code plugin, ueagent: /plugin install ueagent --marketplace CarlxsMG/UEAgent adds
    skill-builder, which turns an editor workflow into a new skill, and three skills made with it
    (blueprint-actor, project-audit, level-lighting).
  • Schemas that say what the code requires: the required and optional parameters and the types of
    112 tools now match their handlers, and a call that passes either spelling of a parameter the tool
    reads under two names reaches the tool (53 tools).

Fixed

  • 42 tools answered success for a failure or a no-op. Among them, delete_asset and
    delete_level_sequence fail when the file stays on disk, the Chaos fracture tools count the pieces
    they add, and the Enhanced Input, Soundfield and GAS tools fail when their save fails.
  • reimport_anim_sequence reimported the wrong source and could open dialogs;
    validate_anim_state_machine and get_anim_state_machine_info counted transitions as states;
    list_usd_prims ignored recursive; create_attribute_set_asset and add_attribute_to_set left
    every default at 0; remove_tree_binding always failed; set_tree_parameter failed on text;
    configure_ai_sight_radius ignored lose_sight_radius; list_engine_ini_sections found no
    sections.

The full list is in the changelog.

Install

  1. Download UEAgent-1.2.0-UE5.8-Win64.zip and unzip it into <YourProject>/Plugins/, replacing
    an older Plugins/UEAgent.
  2. Open the project with Unreal Engine 5.8 on Windows. The plugin is precompiled: no compiler is
    needed, in a Blueprint-only project or a C++ one. The status bar shows MCP · 55561.
  3. Connect your client: see Clients.

Files

File
UEAgent-1.2.0-UE5.8-Win64.zip The plugin, built for Unreal Engine 5.8 (Win64), with its source.
UEAgent-1.2.0-UE5.8-Win64-symbols.zip Debug symbols (.pdb). Only needed for readable crash call stacks: unzip it over the plugin.
SHA256SUMS.txt SHA-256 of both archives.

UEAgent is released under the MIT License.

UEAgent 1.1.0

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@CarlxsMG CarlxsMG released this 14 Oct 20:07

Every tool call can now be undone with Ctrl+Z, an Activity panel shows what the agents did, and the
undo tools read the editor's history the right way round.

What's new

  • One undo step per call. Each tool call is a single entry in the editor's undo history, named
    after the tool ("UEAgent: spawn_actor"): Ctrl+Z reverts it, and a batch as a whole.
    mcp.UndoStepPerCall 0 in the editor console turns it off.
  • Activity panel. Status bar > MCP > Activity lists the last 200 tool calls with their time,
    duration and outcome (OK, a readback warning, failed or refused). mcp.activity prints them to the log.
  • Instructions for every agent. initialize tells the agent how to read a readback verdict and a
    refusal, and when to use batch, in the full tool list as well as the compact one.
  • The plugin's icon in the editor's Plugins window.

Fixed

  • The undo tools read the editor's undo buffer backwards: get_undo_state swapped the undo and redo
    counts, get_transaction_history reported every entry as undone, and the labels of can_undo,
    can_redo and get_undo_state came back empty.

Install

  1. Download UEAgent-1.1.0-UE5.8-Win64.zip and unzip it into <YourProject>/Plugins/, replacing
    an older Plugins/UEAgent.
  2. Open the project with Unreal Engine 5.8 on Windows. The plugin is precompiled: no compiler is
    needed, in a Blueprint-only project or a C++ one. The status bar shows MCP · 55561.
  3. Connect your client: see Clients.

The documentation is now also a website, with search: carlxsmg.github.io/UEAgent.

Files

File
UEAgent-1.1.0-UE5.8-Win64.zip The plugin, built for Unreal Engine 5.8 (Win64), with its source.
UEAgent-1.1.0-UE5.8-Win64-symbols.zip Debug symbols (.pdb). Only needed for readable crash call stacks: unzip it over the plugin.
SHA256SUMS.txt SHA-256 of both archives.

UEAgent is released under the MIT License.

UEAgent 1.0.0

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@CarlxsMG CarlxsMG released this 14 Oct 16:11

The first public release of UEAgent: an MCP server inside the Unreal Editor, with more than 2,000 tools
in 55 domains and a contract around every call.

Install

  1. Download UEAgent-1.0.0-UE5.8-Win64.zip and unzip it into <YourProject>/Plugins/, so the plugin
    ends up in Plugins/UEAgent.

  2. Open the project with Unreal Engine 5.8 on Windows. The plugin is precompiled: no compiler is
    needed, in a Blueprint-only project or a C++ one. The status bar shows MCP · 55561.

  3. Connect Claude Code from that status-bar menu, or run:

    claude mcp add --transport http unreal http://127.0.0.1:55561/mcp
    

    For Cursor, VS Code, Windsurf, Claude Desktop, Gemini CLI or Codex, see
    Clients.

What is in it

  • An MCP server inside the editor (Streamable HTTP on 127.0.0.1:55561), with more than 2,000 tools:
    see the tool reference.
  • A contract around every call: preconditions refuse the calls known to crash or freeze the editor,
    and readback re-reads the state after each call.
  • Several agents can share one editor.
  • A compact tool list for clients that cap how many tools a server may list: find_tools,
    describe_tool and call_tool reach the whole catalog. Connect such a client to
    http://127.0.0.1:55561/mcp?tools=compact.
  • Read Only Content Roots: content no tool may save, rename, move or delete.

Files

File
UEAgent-1.0.0-UE5.8-Win64.zip The plugin, built for Unreal Engine 5.8 (Win64), with its source.
UEAgent-1.0.0-UE5.8-Win64-symbols.zip Debug symbols (.pdb). Only needed for readable crash call stacks: unzip it over the plugin.
SHA256SUMS.txt SHA-256 of both archives.

UEAgent is released under the MIT License.