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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.