UnrealClaude v1.4.4
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_runningstate, 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
WritePipeblocked waiting for the child to read; OneDrive file-sync latency onCLAUDE.md/mcp-config.json). - Cancel now clears the watchdog state —
FClaudeCodeRunner::Cancel()resetsLastPipeActivityMillisalongside terminating the subprocess, so the orange banner no longer latches on after pressing Cancel and blocks subsequent messages. - Threshold is a compile-time
SilenceWarningThresholdSeconds = 60.0in 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_querynow reports the actual enum class name (e.g.EMyColor) for variables typed as a customUENUM, instead of collapsing them to"byte". Fix mirrors the existingPC_Struct/PC_Objectpattern —PinTypeToString()checksPinSubCategoryObjectfor aUEnum*when the pin category isPC_Byteand returns the enum's name when found.- Plain
uint8variables (no associated enum) are unaffected and still report as"byte".
Blueprint NodeGuid Fallback (fixes #24)
FindNodeByIdin bothFBlueprintGraphEditorandFAnimGraphEditornow falls back toFGuid::Parse+Node->NodeGuidmatch when the passednode_iddoesn'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 thenode_guidthatblueprint_queryalready returns for every node.- Both 32-char Digits and 36-char DigitsWithHyphens GUID formats are accepted —
FGuid::Parseauto-detects.
asset_search Parameter Warnings (fixes #26)
asset_searchnow acceptsasset_type(alias forclass_filter) andsearch_term(alias forname_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-bridgev1.4.2+, which is pinned in this plugin's submodule). - New
FMCPToolResult.Warningsfield +FMCPToolBase::CollectUnknownParamKeyshelper 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.