UnrealClaude v1.5.0
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_ue → domain: "anim"):
add_variable,set_variable_default,remove_variable— manage AnimBlueprint member variables (with optionaldefault_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_ue → domain: "asset"):
duplicate,rename,delete,move,reimport— full content-browser CRUD.
Enhanced Input (unreal_ue → domain: "enhanced_input"):
list_actions,list_contexts— enumerateUInputAction/UInputMappingContextassets.get_action_info— friendly-name lookup that resolves to the asset and returns full details (no need to know the path).
Character (unreal_ue → domain: "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_typefor the canonicalvariable_name/variable_type. - Anim state machine resolver —
state_machineaccepts 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}andpos_x/pos_yscalars (matches the blueprint domain shape). - Anim
set_pin_value— op alias forset_pin_default_valueto matchblueprint.set_pin_value. - Anim
find_animations—asset_typedeprecated toanimation_filterto avoid colliding with the bridge-wideasset_type → class_filteralias used byasset_search. - Asset
move— acceptsdestination_pathalias fordestination_directory. - Asset
list_assets— acceptspath_filteralias fordirectory(matchesasset_search). - Enhanced Input
create_input_action— acceptsnamealias foraction_name; error message now lists every acceptedvalue_typeform. - Enhanced Input
create_mapping_context— acceptsnamealias forcontext_name. - Enhanced Input
query_action/query_context— acceptaction_name/context_namealiases (resolved via the asset registry, mirrorsget_action_info). - Material domain — canonicalized on
material_path;set_material_parametersacceptsmaterial_instance_pathandget_material_infoacceptsasset_pathas deprecated aliases. - Spawn actor —
spawn_actoracceptsactor_namealias forname(the other actor tools already useactor_name; this closes the spawn-then-move drift). - Blueprint
add_nodes— connection sub-objects accept eitherfrom_node/from_pin/to_node/to_pin(original) orsource_node_id/source_pin/target_node_id/target_pin(matches siblingconnect_pins); per-node spec accepts bothtype/paramsandnode_type/node_params. list_characterspagination — returns canonicaltotal_foundand back-compattotalso the field matcheslist_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 matchingOperation == 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_actordescription corrected to call out that scale is multiplicative underrelative=truewhile 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.