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Releases: scenario-labs/unreal-plugin

Scenario for Unreal Engine 0.2.1

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@edemaistre edemaistre released this 22 Oct 18:55

This release continues the v0.2 upgrade driven by the Unreal Engine expert skills (https://github.com/edemaistre/unreal-expert-skills): rebuilt around Epic's new MCP and measured in about 290 runs, they set most of what the plugin had to learn in v0.2: import policy, Substrate, open worlds, frame checks.

  • Uploads and thumbnail downloads send the plugin's User-Agent. Before, Unreal's default User-Agent went with them, and it names the project.
  • docs/PRIVACY.md is checked against the code and no longer a draft: every host the plugin contacts, what each one receives, what is stored where (including workspace.json, the agent configuration files the Set up buttons write, and imported videos copied to Content/Movies), and the Toolset Registry route.
  • The docs site has a new page template and in-page search, written for this repository.

Scenario for Unreal Engine 0.2.0

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@edemaistre edemaistre released this 22 Oct 04:06

Most of this release was set by the Unreal Engine expert skills (https://github.com/edemaistre/unreal-expert-skills): rebuilt around Epic's new MCP and measured in about 290 runs, they named what the plugin had to learn: import policy, Substrate, open worlds, frame checks. The Toolset Registry integration, the in-engine agent skill and tool search come from Epic's stack.

  • Unreal 5.8: Scenario toolset and agent skill in Epic's Toolset Registry, so agents on Epic's Unreal MCP can price, run and land Scenario jobs. Every paid call from there answers pending_approval and waits for Approve in the editor.
  • job_status and wait_for_job take the approval_id of a spend waiting for the person.
  • Agent tool search (Editor Preferences, off by default): tools/list returns four tools that find, describe and call the others.
  • The Agent page shows whether Epic's Unreal MCP server is running, and on which port.
  • Imports use the plugin's own Interchange pipelines: 1 unit = 1 cm, simple collision, Nanite from Project Settings (now on by default, skipped for meshes with translucent slots), no generated lightmap UVs. The result's checks report each rule per mesh.
  • Maps named smoothness keep their own role. New setting Invert smoothness (off by default, because PATINA labels a roughness map "texture-smoothness"): when on, the import adds an inverted roughness copy wired into the material instance and keeps the original.
  • The PBR parent material follows Substrate: a Substrate slab graph when r.Substrate is on, the legacy graph otherwise. The import notice names it.
  • scene_summary and placements report World Partition, one file per actor and data layers; only loaded actors are listed.
  • screenshot_viewport returns a frame check (black, white, uniform, clipped or crushed frames) and says when the viewport has a fixed exposure.