Releases: tgameengine/blueprint-automation-toolkit
Release list
v1.0.2 - Live Gameplay Automation and Capture
Blueprint Automation Toolkit 1.0.2
Version 1.0.2 adds a native, Python-free workflow for testing live gameplay
and collecting reproducible showcase evidence from Unreal Editor.
Highlights
- Added managed live capture sessions with start, status, and stop endpoints.
- Added real-tick PIE frame capture as PNG sequences and native Unreal Engine
MP4 recording without FFmpeg or external processes. - Added typed PIE keyboard input for press, release, and tap actions.
- Added runtime assertions for actor existence, actor counts, and reflected
property values in editor or PIE worlds. - Added structured capture manifests, progress reporting, dropped-frame
accounting, safe output paths, duration limits, and lifecycle cleanup. - Added multi-PIE selection for PNG capture and explicit primary-PIE handling
for Unreal Engine's native MP4 recorder. - Extended route discovery, authorization policies, OpenAPI documentation,
automated tests, and advanced prompt examples.
Compatibility
- Unreal Engine 5.5, 5.6, 5.7, and 5.8
- Windows 64-bit Unreal Editor
- Editor-only; the plugin is not included in packaged games
Validation
- Fab-style
BuildPluginpackaging completed successfully on UE 5.5, 5.6,
5.7, and 5.8. - All three focused live-automation tests passed on UE 5.8.
- The OpenAPI contract parsed successfully with all six new live-automation
routes present.
Each Fab archive is engine-specific, sets the matching EngineVersion and
Installed=true, and includes precompiled Win64 editor binaries plus source,
configuration, content, documentation, resources, and the MIT license.
v1.0.1 - Asset Pipeline and Spline Mesh Support
Blueprint Automation Toolkit 1.0.1
Version 1.0.1 expands BAT's asset and Blueprint automation surface while
preserving its editor-only, localhost-only security model.
Highlights
- Added a source-asset pipeline for import, inspection, configuration,
validation, repair, asynchronous execution, rollback, and editor evidence
capture. - Added Fab-oriented validation profiles and structured diagnostics for
automated marketplace-readiness checks. - Added
SplineMeshComponentsupport to Blueprint component automation,
including creation, mutation, and component replacement. - Added explicit spline mesh start/end positions and tangents, plus local-space
sampling from an existingSplineComponent. - Extended schema discovery, OpenAPI documentation, advanced prompt examples,
and verified Codex workflow evidence.
Compatibility
- Unreal Engine 5.5, 5.6, 5.7, and 5.8
- Windows 64-bit Unreal Editor
- Editor-only; the plugin is not included in packaged games
Validation
- UE 5.5, 5.6, and 5.8 BuildPlugin packaging completed successfully.
- UE 5.7 completed an isolated Development Editor build with the required
engine dependencies. - Focused Blueprint automation tests passed on UE 5.5.
- Focused OpenAPI contract tests passed on UE 5.5.
The Fab archives are engine-specific precompiled Win64 packages. Each archive
includes an EngineVersion value matching its supported Unreal Engine release,
sets Installed to true, and contains the corresponding editor binaries,
source, configuration, content, documentation, resources, and license.
Generated Intermediate, Build, and Saved directories are excluded.
v1.0.0 — Initial Public Release
Blueprint Automation Toolkit v1.0.0
Editor-only localhost automation bridge for AI agents to control Blueprints and Unreal Editor through a typed HTTP API.
Highlights
- Typed HTTP API with bearer-token auth on localhost
- Blueprint graph read/apply, object reflection, actor spawn/destroy
- Extension API for third-party plugins via RegisterAutomationCommand
- Secure defaults: server disabled, safe mode, exec disabled
Getting the Plugin
| Source | Cost |
|---|---|
| GitHub | Free — clone and build from source |
| UE Marketplace | .99 — one-click install (coming soon) |
License
Proprietary with free use grant. See LICENSE.