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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.