v1.1.34
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
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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
epicumbrella, so an agent doing static-mesh or plugin work had to leave the category it was in to find them. Skeletal mesh routes toanimation; static mesh, texture, data table, string table and semantic search toasset; scene and primitive tolevel; object toreflection; behavior tree and world conditions togameplay; slate inspector towidget; plugin and game features toplugins; editor app and logs toeditor; config settings and automation test toproject. 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 underepic. -
reflection(inspect_save_game). Loads a SaveGame slot read-only and returns its reflectedUPROPERTY(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 inskippedPropertiesrather 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 returnsselector,objectPath,duplicateIndexandduplicateCountfor every graph. Duplicate nested AnimBP names (the state machines and transition graphs that are all calledLocomotionorTransition) can be targeted by passing the returned selector, for exampleLocomotion[3], straight back asgraphNametoread_graph,add_node,connect_pinsand the other graph actions. Addsblueprint(resolve_graph)for resolving a name to those selectors with ambiguity metadata. Thanks to @vaughn1990 (#781).
Bug fixes
- SoundCue node type reads freed memory.
NodeTypeLabelreturned*N->GetClass()->GetName(), aTCHAR*into anFStringtemporary destroyed at the end of the expression, soaudio(cue_get_graph)formatted a dangling pointer for every node. ReturnsFStringby 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.