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UnrealClaude v1.5.0

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@Natfii Natfii released this 14 May 17:12
· 12 commits to master since this release

Domain operation parity and LLM-friendly param aliases

This release fills out the domain-tool surface with 17 new operations (anim, asset, character, enhanced_input) and ships a sweep of parameter-naming aliases so LLMs that reach for the obvious-but-not-canonical name get a deprecation warning instead of a hard "missing required parameter" error.

New domain operations

Anim (unreal_uedomain: "anim"):

  • add_variable, set_variable_default, remove_variable — manage AnimBlueprint member variables (with optional default_value).
  • compile — explicit compile op so callers don't have to round-trip via the editor.
  • get_states, get_transitions, get_conduits — enumerate state-machine contents for inspection.

Asset (unreal_uedomain: "asset"):

  • duplicate, rename, delete, move, reimport — full content-browser CRUD.

Enhanced Input (unreal_uedomain: "enhanced_input"):

  • list_actions, list_contexts — enumerate UInputAction / UInputMappingContext assets.
  • get_action_info — friendly-name lookup that resolves to the asset and returns full details (no need to know the path).

Character (unreal_uedomain: "character"):

  • get_character_config — read the full Character CDO snapshot (mesh, capsule, anim class, movement defaults).
  • assign_anim_bp — assign an AnimBlueprint to the Character's mesh and recompile.

Param-naming consistency sweep

Triggered by an audit pass with three sub-agents. LLMs that pass an obvious-but-non-canonical param name now get a warning naming the canonical form, instead of a hard error — every alias still works.

  • Anim variables — accept var_name/var_type for the canonical variable_name/variable_type.
  • Anim state machine resolverstate_machine accepts the friendly node id (StateMachine_LocomotionSM) in addition to the bound graph name. Error message now lists both forms per machine.
  • Anim positions — accept both position: {x, y} and pos_x/pos_y scalars (matches the blueprint domain shape).
  • Anim set_pin_value — op alias for set_pin_default_value to match blueprint.set_pin_value.
  • Anim find_animationsasset_type deprecated to animation_filter to avoid colliding with the bridge-wide asset_type → class_filter alias used by asset_search.
  • Asset move — accepts destination_path alias for destination_directory.
  • Asset list_assets — accepts path_filter alias for directory (matches asset_search).
  • Enhanced Input create_input_action — accepts name alias for action_name; error message now lists every accepted value_type form.
  • Enhanced Input create_mapping_context — accepts name alias for context_name.
  • Enhanced Input query_action / query_context — accept action_name / context_name aliases (resolved via the asset registry, mirrors get_action_info).
  • Material domain — canonicalized on material_path; set_material_parameters accepts material_instance_path and get_material_info accepts asset_path as deprecated aliases.
  • Spawn actorspawn_actor accepts actor_name alias for name (the other actor tools already use actor_name; this closes the spawn-then-move drift).
  • Blueprint add_nodes — connection sub-objects accept either from_node/from_pin/to_node/to_pin (original) or source_node_id/source_pin/target_node_id/target_pin (matches sibling connect_pins); per-node spec accepts both type/params and node_type/node_params.
  • list_characters pagination — returns canonical total_found and back-compat total so the field matches list_actions / list_contexts.

Tests + docs

  • New mechanical regression test (tests/unit/op-parity.test.js) catches the bug class going forward — fails CI if the router schema advertises a domain operation with no matching Operation == TEXT("…") C++ handler.
  • 14 new UE automation tests covering the alias acceptance paths and canonical-name no-warning paths.
  • 6 new bridge unit tests pinning canonical-name guidance in the router schema description.
  • Context loaders (animation.md, assets.md, blueprint.md, character.md, enhanced_input.md, material.md) updated with canonical/alias param tables and naming-gotcha callouts.
  • move_actor description corrected to call out that scale is multiplicative under relative=true while location/rotation are additive.

Pre-built Binaries

UnrealClaude-v1.5.0-Win64.zip ships the prebuilt Win64 editor module. Extract into:

<UE_5.7>/Engine/Plugins/Marketplace/UnrealClaude/

Linux and macOS users should build from source — see INSTALL_LINUX.md and INSTALL_MAC.md.

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