v1.0.75
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), andasset(set_property)now authorTArray<FStruct>andTArray<object>defaults from a JSON array, re-parsing a double-encoded (stringified) array and falling back to UE export-text. Theassettool also gained thevalueschema 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.RepresentationActorManagementClasson an instanced trait subobject. (#527) - Actor-reference arrays.
level(set_actor_property)resolves a JSON array of actor labels into aTArrayof 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; newlevel(get_component_details)reads a component's relative+world transform. (#539) - ChildActorComponent.
blueprint(add_component)takes achildActorClassto 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), andwidget(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, andfill_datatable_from_jsonround out non-destructive row/cell editing. (#533, #535) - Input mapping discoverability.
asset(add_input_mapping)/remove_input_mapping/list_input_mappingaliases 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_filewrite/read a module's Public/Private files, including plugin modules underPlugins/*/Source/thatwrite_cpp_filerefused. (#543)
Bug fixes
widget(set_property)no longer silently writes 0 toSlot.Size/Slot.Paddingnumeric 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 soOnPlayMontageNotifyBeginbroadcasts the real name instead of 'None'. (#528)blueprint(add_node)binds a CallFunction node to a custom C++ UFUNCTION when the class is passed asclassName, 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)