ue_x3d_* -- the harness on the wire
The v0.3.0 UE<->X3D harness (x3d_bridge) is now MCP tools: Claude can export a
live level to X3D, validate it, apply transform edits back, and preview it --
inside the editor. All four are CORE-tier (mounted by default); Epic's MCP
has no X3D surface.
Added
ue_x3d_export-- serialize the current level to X3D (each actor's
quaternion transform, static mesh, material, attach parent; UE Z-up-cm ->
X3D Y-up-m).mesh_onlyby default.ue_x3d_validate-- the paper boundary as a tool: out-of-grammar nodes,
danglingUSE, wrong arity, non-X3D roots, NaN/inf -- rejected without
touching the editor.ue_x3d_apply-- apply an X3D document's transforms back to the live level
(validated, guids sanitized, emitted viaue_execute_python). Transforms in
v0.4.0; spawn/material/reparent apply are follow-ups.ue_x3d_preview-- render X3D to a standalone X_ITE browser page.- 14 async tests + exec-sim coverage for the codegen tools (stub extended with
Quat/Transform/get_actor_transform). Tier table pinned at 60 tools / 22 CORE.
Notes
- Editor-independent and CI-green. The live round-trip against a real 5.8
scene is gated onue_preflightreading green (bAllowAnyRemoteFunctionCall
applied).Bstays analytic (not glTF-calibrated) -- round trip is
basis-agnostic, so fidelity-only.