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UnrealClaude v1.4.4

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@Natfii Natfii released this 20 Apr 12:41
· 30 commits to master since this release
6ae96a0

Silence Watchdog, Blueprint Enum Types, NodeGuid Lookup & asset_search Param Warnings

Silence Watchdog (New)

  • Chat status bar now shows an orange ⚠ warning after 60s of zero subprocess output from claude.exe, so a hung Agent SDK startup or pipe-stdin stall is immediately visible instead of an endlessly ticking yellow spinner.
  • One-shot [SilenceWatchdog] diagnostic written to the engine log on first detection, capturing silence seconds, proc_running state, stdin payload head/tail (500 chars each), NDJSON buffer tail, and live MCP task-queue counts. Paste it into issue reports when debugging upstream hangs.
  • Game-thread computed — the warning surfaces even if the subprocess is stuck BEFORE the read loop starts (e.g. stdin WritePipe blocked waiting for the child to read; OneDrive file-sync latency on CLAUDE.md / mcp-config.json).
  • Cancel now clears the watchdog stateFClaudeCodeRunner::Cancel() resets LastPipeActivityMillis alongside terminating the subprocess, so the orange banner no longer latches on after pressing Cancel and blocks subsequent messages.
  • Threshold is a compile-time SilenceWarningThresholdSeconds = 60.0 in the runner. No auto-kill — existing Cancel button stays the only termination path.

NOTE: The 4/19/26 release of 1.4.4 shipped with a watchdog bug that locked sessions. Pressing cancel properly unlocks the session now. Please reinstall if you run into issues

Blueprint Enum Variable Type (fixes #29, thanks @redDwarf03)

  • blueprint_query now reports the actual enum class name (e.g. EMyColor) for variables typed as a custom UENUM, instead of collapsing them to "byte". Fix mirrors the existing PC_Struct / PC_Object pattern — PinTypeToString() checks PinSubCategoryObject for a UEnum* when the pin category is PC_Byte and returns the enum's name when found.
  • Plain uint8 variables (no associated enum) are unaffected and still report as "byte".

Blueprint NodeGuid Fallback (fixes #24)

  • FindNodeById in both FBlueprintGraphEditor and FAnimGraphEditor now falls back to FGuid::Parse + Node->NodeGuid match when the passed node_id doesn't match any MCP-custom ID. Pre-existing nodes (created by user or engine, not by MCP) are now reachable by modify ops — delete_node, connect_nodes, set_pin_default — using the node_guid that blueprint_query already returns for every node.
  • Both 32-char Digits and 36-char DigitsWithHyphens GUID formats are accepted — FGuid::Parse auto-detects.

asset_search Parameter Warnings (fixes #26)

  • asset_search now accepts asset_type (alias for class_filter) and search_term (alias for name_pattern) while emitting a warning so the LLM learns the canonical names. Previously the tool silently dropped unrecognized params and returned unfiltered results.
  • Any other unknown parameter key is ignored with a warning naming the offender, instead of being silently dropped.
  • Warnings are surfaced in the bridge's tool output text (requires ue5-mcp-bridge v1.4.2+, which is pinned in this plugin's submodule).
  • New FMCPToolResult.Warnings field + FMCPToolBase::CollectUnknownParamKeys helper are available for any MCP tool that wants the same treatment.

Pre-built Binaries

  • UnrealClaude-v1.4.4-Win64.zip — Pre-built Win64 binaries for UE 5.7

Extract to Engine/Plugins/Marketplace/UnrealClaude/ in your UE installation.

Linux & macOS: Pre-built binaries are not provided for these platforms. Please build from source — see Linux and macOS install guides.

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