Skip to content

UEAgent 1.2.2

Latest

Choose a tag to compare

@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.