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v1.1.34

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@db-lyon db-lyon released this 30 Jul 15:54

v1.1.34

Epic's wrapped 5.8 tools now surface in the category you are already working in, plus SaveGame inspection, unambiguous nested Blueprint graph addressing, and a use-after-free fix in the SoundCue reader.

Server

  • Epic toolset routing. Coverage of Epic's 830 wrapped Unreal 5.8 tools goes from 618/830 to 795/830 routed into a canonical ue-mcp category. 22 toolsets previously had no routing rule and fell through to the epic umbrella, so an agent doing static-mesh or plugin work had to leave the category it was in to find them. Skeletal mesh routes to animation; static mesh, texture, data table, string table and semantic search to asset; scene and primitive to level; object to reflection; behavior tree and world conditions to gameplay; slate inspector to widget; plugin and game features to plugins; editor app and logs to editor; config settings and automation test to project. Rules are appended, so first-match-wins guarantees no existing route changes. The remaining 35 (agent skills, Dataflow graphs, conversation assets, programmatic tool batching) have no ue-mcp equivalent and stay under epic.

  • reflection(inspect_save_game). Loads a SaveGame slot read-only and returns its reflected UPROPERTY(SaveGame) values, with the class name and path. Slot names are validated against path separators, traversal and surrounding whitespace. Properties the JSON converter cannot express are reported in skippedProperties rather than failing the call, so one delegate no longer hides every other readable value. Thanks to @alexkenley (#779).

  • Nested Blueprint graph addressing. blueprint(list_graphs) now returns selector, objectPath, duplicateIndex and duplicateCount for every graph. Duplicate nested AnimBP names (the state machines and transition graphs that are all called Locomotion or Transition) can be targeted by passing the returned selector, for example Locomotion[3], straight back as graphName to read_graph, add_node, connect_pins and the other graph actions. Adds blueprint(resolve_graph) for resolving a name to those selectors with ambiguity metadata. Thanks to @vaughn1990 (#781).

Bug fixes

  • SoundCue node type reads freed memory. NodeTypeLabel returned *N->GetClass()->GetName(), a TCHAR* into an FString temporary destroyed at the end of the expression, so audio(cue_get_graph) formatted a dangling pointer for every node. Returns FString by value now. Thanks to @River-Vora (#747, fixes #741).

Internals

  • Three niagara actions (validate, remove_emitter, add_module) were implemented but missing from the tool reference. Docs are regenerated from source, and the tool/action count markers are restamped at 24 tools and 741 actions.