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Releases: CarlxsMG/UEAgent
Release list
UEAgent 1.2.2
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_meshwithlod_index8 or more, a hugesection_indexon the procedural
mesh tools orelement_indexonset_procedural_mesh_material, a procedural grid past 1,000,000
vertices, a hugeoption_indexon the EQS tools, andduplicate_anim_sequenceonto an existing asset. - Ten Sequencer tools refused a call with only
sequence_pathor onlysequence_name: they published
both as required. Either spelling works now (add_shot_track,add_subsequence_track,
add_camera_cut_section,get_sequence_track_countand 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_segmentandadd_montage_slotadded duplicate
emptyDefaultSlottracks. - Wrong answers:
is_bvh_valid_for_meshalways answered false;reimport_anim_sequence,
rename_pose_in_pose_assetandset_pose_asset_base_poseanswered success for a refusal;
add_subsequence_trackused a cinematic shot track; the track counts left out the camera cut and
binding tracks;get_niagara_data_interfacesreported object names instead of parameter names. - Undo for
connect_ik_goal_to_solver,set_retargeter_op_settingsand 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
- Download
UEAgent-1.2.2-UE5.8-Win64.zipand unzip it into<YourProject>/Plugins/, replacing
an olderPlugins/UEAgent. - 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. - 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
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_indexon the
procedural mesh tools,remap_material_idswithcompact: true, a negativeoption_indexon
add_eqs_testandadd_eqs_generator,add_spring_armandadd_camera_componentwith the name of an
existing component (they now take a free name),set_anim_frame_ratewith an fps that rounds to 0,
move_ik_solver_in_stackpast the end of the stack, andadd_skeletal_mesh_socketcopying to the
skeleton of a mesh without one. - Answers that said success for nothing:
set_anim_curve_keyson a transform curve,
add_anim_bone_trackandset_anim_bone_track_keyswith 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 useuv_preserving),set_anim_frame_rateandset_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_sequenceon an existing
sequence, andcreate_audio_bus/create_sound_source_buson 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_interfaceandset_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_ikbinds the legs,remove_widgetreaches 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
- Download
UEAgent-1.2.1-UE5.8-Win64.zipand unzip it into<YourProject>/Plugins/, replacing
an olderPlugins/UEAgent. - 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. - 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
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,idempotentHintand
openWorldHint, derived from the code it runs: 640 tools are read-only, 403 additive and 1054
destructive, and onlyexecute_pythonandexecute_python_filereach outside the editor. A client
can tellget_blueprint_infofromdelete_assetwithout 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/listand indescribe_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/UEAgentadds
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_assetand
delete_level_sequencefail 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_sequencereimported the wrong source and could open dialogs;
validate_anim_state_machineandget_anim_state_machine_infocounted transitions as states;
list_usd_primsignoredrecursive;create_attribute_set_assetandadd_attribute_to_setleft
every default at 0;remove_tree_bindingalways failed;set_tree_parameterfailed on text;
configure_ai_sight_radiusignoredlose_sight_radius;list_engine_ini_sectionsfound no
sections.
The full list is in the changelog.
Install
- Download
UEAgent-1.2.0-UE5.8-Win64.zipand unzip it into<YourProject>/Plugins/, replacing
an olderPlugins/UEAgent. - 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. - 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
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 abatchas a whole.
mcp.UndoStepPerCall 0in 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.activityprints them to the log. - Instructions for every agent.
initializetells the agent how to read a readback verdict and a
refusal, and when to usebatch, 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_stateswapped the undo and redo
counts,get_transaction_historyreported every entry as undone, and the labels ofcan_undo,
can_redoandget_undo_statecame back empty.
Install
- Download
UEAgent-1.1.0-UE5.8-Win64.zipand unzip it into<YourProject>/Plugins/, replacing
an olderPlugins/UEAgent. - 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. - 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
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
-
Download
UEAgent-1.0.0-UE5.8-Win64.zipand unzip it into<YourProject>/Plugins/, so the plugin
ends up inPlugins/UEAgent. -
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. -
Connect Claude Code from that status-bar menu, or run:
claude mcp add --transport http unreal http://127.0.0.1:55561/mcpFor 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_toolandcall_toolreach 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.