Skip to content

v1.0.75

Choose a tag to compare

@db-lyon db-lyon released this 06 Jun 01:32

v1.0.75

Closes a batch of agent-feedback gaps so more authoring stays native instead of falling back to execute_python, plus a UE 5.6 build fix.

Server

  • Struct-array and object-array property writes. blueprint(set_class_default), editor(set_property), and asset(set_property) now author TArray<FStruct> and TArray<object> defaults from a JSON array, re-parsing a double-encoded (stringified) array and falling back to UE export-text. The asset tool also gained the value schema field it was missing. (#517, #531)
  • Nested subobject paths. asset(read_properties)/asset(set_property) descend through array elements by index and follow object references, e.g. Config.Traits[1].Params.RepresentationActorManagementClass on an instanced trait subobject. (#527)
  • Actor-reference arrays. level(set_actor_property) resolves a JSON array of actor labels into a TArray of actor references. (#538)
  • Component transforms on placed instances. level(set_component_property) resolves inherited/SCS components case-insensitively and refreshes the scene transform after RelativeLocation/Rotation/Scale writes; new level(get_component_details) reads a component's relative+world transform. (#539)
  • ChildActorComponent. blueprint(add_component) takes a childActorClass to set ChildActorClass in the same call. (#526)
  • Collision authoring. New gameplay(set_collision) applies collision profile, enabled state, object type, all-channel response, and a per-channel responses map to placed actors or Blueprint component templates. (#545)
  • Widget inspection. New widget(get_properties) dumps every reflected property (with optional subtree), and widget(list_bindings)/widget(clear_binding) read and remove designer bindings the Python API keeps protected. (#547, #530)
  • DataTable editing. New asset(get_datatable_row), set_datatable_cell, rename_datatable_row, and fill_datatable_from_json round out non-destructive row/cell editing. (#533, #535)
  • Input mapping discoverability. asset(add_input_mapping)/remove_input_mapping/list_input_mapping aliases surface the existing IMC key-mapping handlers from the asset tool. (#525)
  • Batch keyframe bake. New animation(bake_keyframes_batch) writes per-bone keyframe arrays in one transaction, auto-creating each bone track so a fresh sequence no longer silently stays a T-pose. (#540)
  • Niagara preview. New niagara(spawn_actor) places a persistent, labeled NiagaraActor; niagara(reactivate) replays it; editor(set_realtime) ticks the editor sim so offscreen captures aren't empty. (#537)
  • C++ source authoring. New project(write_source_file)/read_source_file write/read a module's Public/Private files, including plugin modules under Plugins/*/Source/ that write_cpp_file refused. (#543)

Bug fixes

  • widget(set_property) no longer silently writes 0 to Slot.Size/Slot.Padding numeric fields - struct text and nested field paths persist every field, and an invalid value errors. (#532)
  • animation(add_notify) writes the PlayMontageNotify object's own NotifyName so OnPlayMontageNotifyBegin broadcasts the real name instead of 'None'. (#528)
  • blueprint(add_node) binds a CallFunction node to a custom C++ UFUNCTION when the class is passed as className, resolving against the Blueprint's component classes and loaded BlueprintCallable functions instead of producing an unbound stub. (#546)

Internals

  • Fix the StateTree ExecutionRuntimeData compile guard so the bridge builds on UE 5.6 (the API is 5.7+). (#536)