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Releases: ueboxai/uebox

v1.0.8

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@ueboxai ueboxai released this 13 Oct 13:13

新增

  • 建 C++ 类不再交给用户:按引擎模板生成,编辑器补不上的由盒子关编辑器、完整重编、重开工程
  • project_update_plugin:插件太旧或没装上时,由盒子关编辑器、装插件、重开
  • blueprint_create_event_graph:Agent 能自己建事件图
  • sequence_rebind:断了的 Sequencer 绑定由 Agent 点名重绑,GUID 不变
  • ue_input_add_mapping:加按键映射,Enhanced Input 和旧输入系统都能写
  • 设置新增「团队」页:各模型的体检结论和履历汇总,可重新检测
  • 外部 MCP 调用 task 可用 model 参数点名子任务的模型
  • Codex 订阅新增 GPT-6.1 Sol;目录里新出的模型,老服务商可在模型管理里一键添加

变更

  • 破坏性:开源版放开权限。 用户明确同意的事 Agent 照做,不再以规则为由拒绝;
    多数硬拦改为执行并附警告;写本地文件、导入资产等降为普通改动,「帮我批准」下免确认;
    审批卡片新增「以后均允许」,可在偏好设置 → AI 助手里逐项移除;MCP 服务器可设为信任。
    资产只读位改为设置项,默认关
  • Codex 订阅清单去掉已下线的 GPT-5.5、5.4、5.4 mini、5.3 Codex Spark

修复

  • 长命令的进度把对话历史撑到几百 MB、导致启动闪退。对话历史改为一个对话一个文件,
    旧历史首次启动时自动拆分
  • 外部会话派的子任务改用 agent 模型,不再落到对话模型上被限额
  • 托盘不再把已关闭的工程标成「启动中」(感谢 @nscTechArt,#50)
  • 连续失败熔断不再挡住「编译 → 改 → 再编译」
  • ue_input_map 在 5.7+ 读不到映射
  • 纯蓝图工程不再被报成「源码缺失的 C++ 工程」
  • 超过收包上限的大蓝图图表自动分页读取,不再整张读不到
  • Cast 的输出引脚写 As 即可连线,不用猜随编辑器语言变的真名
  • 只写状态或状态机的名字也能读写动画蓝图子图
  • 写动画节点时 class 误写成 Function 不再被带去查函数名

v1.0.7

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@ueboxai ueboxai released this 11 Oct 12:13

新增

  • 团队模式里每个队员可以用不同的模型:制作人招人时挑模型并写理由,团队面板上能看、能换。
    新队员先过一遍入职体检,每件活记进履历,模型标价取官方价
  • Agent 能编辑动画蓝图:AnimGraph、状态机、状态内部、转换条件
  • Agent 能用 Movie Render Queue 渲染序列出片
  • 资产指南:缺的项目设置能查能改,AI 导入资产时自动带回要求
  • 独立配音工具 generate_speech,外部 MCP 也能合成台词;视频旁白走同一条合成
  • 外部 MCP 没有盒子会话也能单独生成配乐
  • 新增 OpenCode Go / Zen 两个服务商
  • 设置 → 资产新增「跨库搜索」开关
  • 本地保管库都能迁移保存位置,不再只限 AIGC 资产库
  • 子任务卡片点开能看到它走过的每一步:调了什么工具、对什么调的、两步之间说了什么
  • 目标模式听用户后来说的话,冲突时以新话为准;轮数上限可在设置里改(默认 10)
  • 目标复核和团队验收按需求逐条找证据,修完要整体再过一遍,砍内容换来的通过算不通过
  • 回复下方显示本轮用时;目标跨轮保留,输入框上方显示当前目标,可点掉
  • AI 会话可以拖出成独立窗口,两边实时同步;独立窗口里直接用内嵌浏览器和语音
  • Tripo 自动绑骨:新增 rig_3d_model 工具
  • 导入到工程时检查资产要用的插件,工程开着也能开插件
  • ue_screenshot 新增 measure 测光
  • 托盘菜单补齐新对话、最近对话 / 项目(感谢 @nscTechArt,#24)
  • Agent 能读数据表、批量改数据表的行

变更

  • 破坏性:工具搜索默认打开。 只常驻一小撮核心工具,其余按需取回,单次请求小了一大截。
    没在设置页拨过这个开关的老用户一并打开
  • 破坏性:Agent 找素材默认只搜当前保管库。 要连别的库一起搜,到设置 → 资产打开「跨库搜索」
  • 过程区改成一行摘要,推理并进步骤组,整轮做完收起;小窗聊天用同一套样式
  • 生成的音乐和 3D 模型挂在生成它的那组步骤下面,不再堆到消息最底下
  • 撤回插话直接回到输入框重新编辑,对话里不再留「已撤回」
  • 同名工程有多个路径时,侧边栏按路径分开
  • 自动起名按整段对话起
  • AI 设置页拆出「输入」「任务执行」两个分区
  • 目标复核第一轮拆出带编号的清单,之后每轮按同一份清单逐条重查,标准不再每轮漂
  • 界面文案统一改成书面语
  • 聊天统一叫「对话」,分支、侧边问一句、语音通话、小窗的说法也一并统一(感谢 @nscTechArt,#44)
  • 资产导入、续跑、插话被拒的提示按入口给出,并跟随界面语言(感谢 @nscTechArt,#44)
  • Agent 内核升到 pi 1.0,行为不变;中途加载工具后,Claude 官方和 OpenAI Responses 下一轮会多一次缓存未命中

修复

  • 截图明暗和视口对上:按显示伽马读回、照抄视口的 Lumen 设置;同一秒连拍不再互相覆盖
  • CodeBuddy 偶发的空 400 自动重发;带图被拒时去掉图片重发一次
  • 资产锁记在实际发往的编辑器名下,几个工程并行跑时同名资产不再互相挡
  • 导入资产只按硬引用拦缺失依赖(City Sample 的载具、人群能导了);工程里的资产按磁盘位置认路径;
    超大包退回只读包头
  • 推理模型起名不再起出空标题
  • Gemini 不再因为工具参数里的 const 整包 400
  • 纯文本模型不再被告知「你看得到截图」
  • Widget 预览不再让后续蓝图重编译崩溃
  • 虚幻导入大批资产不再被回包上限整包丢掉
  • 安装更新、退出应用也会先确认,不再中途掐断 agent
  • 助手占着浏览器时,界面操作失败会说清是在等它
  • 会话右键菜单不再留下关不掉的浮层;资产库样式不再裁掉别处的子菜单(感谢 @nscTechArt,#26、#36)
  • 蓝图节点按编辑器的放置规则校验,函数图里绑委托不再失败
  • 动画蓝图整数引脚不再写成小数被拒;结构体引脚改了值编译后不再被旧值盖掉
  • MiMo 加载 Sequencer 技能后渲染不再整单 400
  • 侧边问一句关窗不留残留;切到只读会清掉放行名单
  • 修掉生产依赖里的严重和高危漏洞,命令行工具的 MCP SDK 一并补上(感谢 @nscTechArt,#47)

v1.0.6

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@ueboxai ueboxai released this 01 Oct 16:07

新增

  • 经验系统:记原始账,报错时挂上本工程的经验,会话结束后由整理员提炼;技能页新增「经验」分组。
    经验在执行前拦截,并用引擎探针验真
  • 编辑器健康监测:插件上报编辑器状态,助手顶栏显示,卡死时提示
  • 一轮结束自动做一次引擎体检,蓝图编译失败时带回报错原文
  • 蓝图图表可以直接读写别的蓝图的变量
  • 材质支持 Substrate:插件读写 Slab / FrontMaterial,新增 ue-material-substrate 技能
  • 新增 ue_zen_server,只读查 ZenServer 命中率与占盘;insights 增加耗时拆解,Python 报错带提示
  • CLI 收成七条命令,零配置,新增 ask
  • 对外 MCP 服务:新增 box 工具,外部会话能看见并管理盒子;知识库检索支持全盒子范围;转发工具进度
  • 接入 CodeBuddy / WorkBuddy 会员账号登录
  • 导入弹窗可以替你打开工程并等待连接,已在库里的工程直接放进分组
  • 工作室任务板带上一轮旧账:开局回顾卡住项、可重开、验收过期提示、可结束团队模式

变更

  • 更新角标从标题栏挪到侧边栏左下角版本号旁
  • 欢迎页工程胶囊挪到问候语下;工程右键菜单文案改成人话
  • 插件包检查按改动范围检查,发版要求 UE 5.0–5.8 全套

修复

  • 写渲染设置时插件替你答掉引擎弹框;另存为临时关卡前清撤销缓冲,避免世界泄漏崩溃
  • 生成 Actor 重名时,对象名和 label 一起退让,回执点明改了名
  • 只发图 / 文件没打字时,不再把补给内核的说明画成用户气泡
  • 任务板在新一轮开局立即刷新
  • Substrate 引脚拦截只在材质按 Substrate 解释时生效,不再误伤函数调用
  • 导入资产库出错的任务不再在网格里占一张 100% 的卡
  • 依赖升级修掉 undici、brace-expansion、fast-uri 的 high 漏洞

v1.0.5

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@ueboxai ueboxai released this 29 Sep 13:51

新增

  • 模型请求失败时自动从断点接着跑,界面会说一声为什么停了一会儿。做完的工具不重跑,
    失败那条回话里的工具调用不执行。鉴权、余额、上下文超长这类重来也一样的照常直接报错
    • 偏好设置 → AI →「自动断点续传」(默认开):断线、429 / 5xx、中转「无可用渠道」
      「令牌未覆盖供应商」都接,每 60 秒一次,连续失败满 30 分钟才报错;中间成功回过一次话就重新计时。
      失败的那几次不留在对话里
    • 关掉后只接断线(如 net::ERR_CONNECTION_CLOSED),最多两次、间隔 10 秒 / 30 秒,
      两次都断照常报错、照常留「继续尝试」
  • 模型跟着会话走:在一条会话里切模型,只改这条会话和之后新开会话的默认,别的会话还用各自的模型;
    「从断点继续」和后台任务也认回原来的模型。绑定的模型不可用时,这一轮改用默认模型并提示一声
  • 蓝图自定义事件可以设成 RPC(Run on Server / Run on owning Client / Multicast,可选 Reliable):
    blueprint_apply_graph 直接写,blueprint_get_graph 读回,不用再去细节面板手点
  • 试玩机器人跑的时候,游戏视口顶上挂一条「盒子正在试玩,请勿操作」,不挡点击、不进截图
    (window 截图模式不挂)
  • 模型请求卡住被自动重发时,界面上说一声是哪个模型、什么原因,不再只有一张卡片一直转圈
  • 每次模型请求在本地日志里留一行诊断:各阶段耗时、请求体大小、状态码、服务端请求标识、
    走直连还是系统代理。不记密钥、请求头和对话内容
  • 创作者套餐显示各虚拟模型的价格范围(Credits/token,视频按秒);价格版本变了要重新导入、
    点「接受价格并应用」后才继续调用,后台刷新不会替你接受新价格
  • 内置浏览器可以直接选作检索模型,不用先添加
  • 服务器资产库入口开放

变更

  • Box Plan 卡片从服务商目录移到模型设置页顶部;套餐来源卡片点一下就滚回那里
  • 输入框收白名单外格式的文件:拿得到本地路径就把路径交给 agent 自己读;
    真正收不了的只剩没有本地路径的拖入
  • README:对外 MCP 服务的说明改为「需令牌,默认可写」
  • 引擎没连上时,agent 知道引擎工具只是暂时不在清单里:先把工程打开(project_manage
    能开就直接开,顺手装插件),不再绕去 UBT、commandlet、手改工程文件
  • 主进程内存检查不再对正常负载误报:阈值放宽到 800 / 1500 MB,另看趋势,约 5 分钟只涨不降才提示

修复

  • Live Coding 编译失败时,cpp_compile 从 UBT 的日志读回真正的报错;错误排在警告前面,
    不再被几十条弃用警告挤掉。日志读不到时明说,不硬凑诊断

  • 读 UE 5.8 存的 .uasset 不再卡在可本地化文本那一段:5.8 每条来源多存了一个字段,两种格式都认;
    都认不出时跳过这一段,不让整个资产解析失败

  • 中转在推流中途掐断(stream ended before message_stop)也按断线处理,自动接着跑

  • 插件在 UE 5.7 及以上补上 FStringOutputDevice 的头文件:换了 include 顺序的编译方式下不再报错

  • 工作室模式里 fast 档的队员照旧走对话模型,不被会话绑定的模型顶掉

  • 小米 MiMo 选「不思考」时真的不思考了:之前它照默认先想十几秒,口播稿压缩次次超时、退回念原文

  • 账号登录(浏览器授权 / 设备码)可以取消,关掉弹窗后主进程不再在后台轮询到超时;
    同一时间只跑一次登录

  • 内置浏览器面板不再盖住弹窗、下拉和右键菜单

  • 资产详情里依赖图按钮的图标不再贴边

v1.0.4

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@ueboxai ueboxai released this 26 Sep 10:06

新增

  • /team 工作室模式:一句话交给制作人,它自己组队、派活、验收,做到可玩交付。
    输入框上方的任务板显示名册、任务、留言和验收结论;队员并行干活,编辑器同一时间只放一个写操作进去;
    每个队员交活时自动存一份工程快照,改坏了能整体退回(退回本身也存一份,随时反悔);
    能把工程打包成可执行文件并起一次冒烟;这一局的编辑器崩了会自动重开并告诉制作人
  • 编辑器崩溃看门人:认出崩溃、关掉崩溃报告窗口、备份自动存档,告诉正在等的 agent 发生了什么;
    是否重开由 agent 用 ue_session_health 决定(偏好设置里可关)
  • 地形与地形 RVT:landscape_create / landscape_setup_rvt / landscape_list,插件加地形命令
  • FBX 可按动画导入到现有骨架,可按目标名覆盖替换现有资产
  • 工程可以自带 skill(<工程根>/.uebox/skills),skill 里的 Python 脚本按路径直接跑
  • 对外 MCP 服务给出盒子助手的全套工具,按会话装配,审批交给客户端
  • 上下文摘要提前在后台写,撞上上限时直接换上,不再当场卡住
  • 一次回答里的多轮推理各自显示在发生的那一步;会话正文选中文字后右键可复制
  • 细粒度只读回读:ue_inspect_components 按组件读、material_graph_slice 按段读材质图;
    新增 sequence_diff 逐绑定对比两条序列
  • anim_measure / anim_preview 按骨骼角色认骨,支持 Biped、Mixamo 等非 Manny 骨架;
    material_apply 支持一次改同一组件的多个材质槽
  • 项目封面自动跟随 UE 截图,可手动换成自定义封面或恢复自动(感谢 @nscTechArt,#2)
  • 创作者套餐:导入预览加「全选」,当前配置改叫「接管:…」;Box Plan 入口放进服务商目录最后一页

修复

  • set_config 写进工程的 Default*.ini 并从磁盘读回;控制台变量类的枚举设置(如 Lumen)不再写成功也报失败,
    写盘失败时说明已在编辑器里生效;截图说明这一帧的曝光锁没锁、是不是只锁在编辑器视口
  • 写入类工具的回执只报引擎现状,部分失败、编译未过、没存盘不再报成功
  • 模型网关不回响应头时到点重发,不再「发出去就没回音」;用户点停止不再被报成模型出错
  • 卡死不答话的编辑器会被断开,不再让所有请求一直干等;open_project 不再对卡住的工程再开一个编辑器
  • 模型报错后收尾的通知不再用「任务完成」顶掉「任务失败」
  • 会话标题被截断成半截 JSON 时不再拿 { 当标题
  • 主窗口按登记识别,不再按尺寸猜;最小尺寸降到 1024×640
  • 并行读图时标明每张图对应哪次调用
  • 视频分析的 data URL 带上 MIME;任务视频的取样时间落到正确的镜头
  • list_tags 的计数按所有保管库合计;按收藏筛选不带用户 / 保管库也筛得出
  • 口播稿压缩不再因推理模型吃光输出上限而回空稿;套餐朗读超时按字数放宽
  • 移动 / 改名的目标资产也受资产锁保护
  • 只有骨骼、没有网格的动画 FBX 能出缩略图了,模型预览里画出骨架
  • 模型配置读改写排队,改角色不再用旧快照盖掉后台对账;套餐不再给的角色和存储还原成原来的配置

说明

  • 服务器资产库(私有化部署的新后端)的代码已随包带上,但入口暂不对外展示,待打磨后开放

v1.0.3

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@ueboxai ueboxai released this 23 Sep 19:48

Voice commands, video / audio / document attachments, and object storage for media. Also an experimental autoplay tool for PIE, and a batch of editor-crash and data-loss fixes. Requires plugin 1.2.9.

Added

  • Voice commands. A hotkey opens Spotlight in transcribe-only mode: speech fills the input box and submits after a countdown, or hold the key to talk and release to send. Off by default (Alt+Q); enable it under Preferences → Shortcuts. Speech recognition is now its own model role, with Doubao STT 2.0 and Qwen-Audio ASR.
  • Read-aloud styles: concise / detailed / full. The first two condense the reply into a spoken script with the lightweight task model first; full reads the text verbatim and is the default. Timeouts, a missing model or an empty script fall back to the full text. Mini-chat replies are read aloud once settled, and the echo gate is configurable (headphones / speakers / speakers very close).
  • Chat attachments accept video, audio and documents. Audio and video are not pre-analysed: the path goes to the agent with the message, and it looks with a question in mind. Documents reuse the knowledge-base parser. New tool read_document; read_local_file refuses binaries by extension instead of decoding 50 KB of garbage. Interjections can carry attachments too, even with no text.
  • Object storage (Settings → Object Storage). Images and media from chat are uploaded to your own S3-compatible bucket and passed to the model as links, instead of resending base64 on every turn. No bucket, a model that can't take links, or a failed upload all fall back silently to the old behaviour.
  • Video generation takes reference video and audio (Volcengine Ark Seedance 2.x). Local video goes through object storage; without it, the request is stopped before any charge.
  • Provider catalog: a subscription group — Xiaomi MiMo Token Plan, Alibaba Bailian Token / Coding Plan, Zhipu GLM Coding Plan, Volcengine Ark Coding Plan, Tencent Cloud Coding / Token Plan, MiniMax Token Plan, StepFun Step Plan. Plan keys don't work on the pay-as-you-go accounts, so each is listed separately. Also pay-as-you-go Xiaomi MiMo, GPT-6 Sol / Luna and Claude Opus 5.5.
  • New tool connect_mcp_server. "I installed an MCP server, connect to it" now works: the handshake succeeds before anything is written to disk, an existing server with the same name is never overwritten, and every call needs approval.
  • Experimental: ue_autoplay. A bot walks, jumps, fires inputs and clicks menus inside PIE, reaching logic that ue_playtest can't. Three modes: explore (stuck spots, falling out of the world, inputs that error), scripted steps, and a one-sentence goal driven step by step by the judge model. until_log is the only assertion. Flat ground and navmesh-reachable targets are fairly reliable; routes that need repeated jumps, stairs or gaps often fail. Movement bypasses key mappings and the game's own movement Blueprint, so "reachable" does not mean "reachable by a player".
  • ue_content_delete accepts folders in paths and submits them as one batch with a single GC. sequence_describe gained detail="names" (up to 2000).

Changed

  • The external MCP server is writable by default. Configs that explicitly saved read-only stay read-only. Toggling permissions while it runs restarts it; switching to read-only ends existing writable sessions immediately.
  • Main-process requests follow the system proxy (PAC and bypass lists included). Previously, with Clash in system-proxy mode, only the main process went direct, and OpenAI sign-in from mainland China was refused by region: the browser login succeeded, the token exchange in the app failed.
  • Asset search ranks results across vaults by relevance. Previously the current vault always came first — searching horse from the AIGC vault hid 3562 real matches in another vault.
  • ue_fixup_redirectors now refuses only when the report dialog can't be shown, rather than whenever unattended. The dry run is approved as read-only; the real run asks every time.
  • The runtime envelope prints local time with timezone offset and weekday.
  • Material duplicate / create_instance no longer save on your behalf.
  • Server management is hidden for now: it is a client for a standalone server that isn't in this repository.
  • The provider dialog stays open after saving, so the connection can be tested right away.

Fixed

  • Two editor crashes: material.add_node with the Material Editor open (TextureSample, Constant3Vector…), and input.map in any project with a Pulse or Combo trigger. Deleting a material node without Modify() crashed after undo + GC.
  • A malformed mcp.json was overwritten as an empty config, taking your servers and keys with it; writes are now refused. Connection timeouts no longer leave orphaned npx processes.
  • A page closing its own browser window crashed the main process.
  • Pressing stop returned a bare Operation aborted, and the model retried a command the engine may already have applied — creating a second Actor.
  • Positional unreal.Rotator(...) in Python is blocked: the order is (roll, pitch, yaw), the reverse of JSON, and the engine reports nothing when it's wrong.
  • show_ui captures the window you used last, or one named with window.
  • The project's engine version is read from the .uproject on disk, so a Launcher upgrade no longer shows the old version or blocks matching imports.
  • Smart tags matched substrings (SM_Door_01 tagged Diffuse and Material); matching is now by prefix / suffix family. Existing wrong tags are not removed automatically.
  • Object storage: R2 endpoints pasted with the bucket name produced /bucket/bucket/; auto-cleanup counted from upload time and deleted files just reused in a new chat.
  • Paging a 520k-row vault without filters took 1.3–2.2 s; now under 1 ms. Batches imported within the same second no longer repeat or drop between pages.
  • Voice: dictation closed other people's calls, hold-to-talk restarted mid-way, short phrases were lost, a voice interjection was lost on restart, and replies starting with a newline were read twice.
  • Interjections at the end of a turn reported success and were dropped; switching chats during an upload sent them to the wrong chat.
  • latest.yml is uploaded last on release, so a failed installer upload can no longer publish an update with nothing to download.
  • The plugin failed to compile struct property writes on UE 5.8.

Download

Windows only — uebox-1.0.3-setup.exe. An existing install will find this update on its own.

Supports Unreal Engine 5.0 through 5.8. The UnrealAgentLink plugin (1.2.9) ships prebuilt and installs itself when you import a project.

The installer is not code-signed, so Windows SmartScreen will warn on first run.

New here? Read the 1.0.0 release notes — they describe what the app actually does.

License

Apache-2.0 for the application, MIT for the UnrealAgentLink plugin.

This project is not affiliated with or endorsed by Epic Games. Unreal and Unreal Engine are trademarks of Epic Games, Inc.


🐛 Issues · 🔒 Report security vulnerabilities privately per SECURITY.md


中文

语音下指令、视频 / 音频 / 文档附件、对象存储换链接,外加实验性的 PIE 自主试玩工具,以及一批编辑器崩溃和数据丢失的修复。需要插件 1.2.9。

新增

  • 语音下指令。 热键唤起 Spotlight 只转写不回答,说完填进输入框、倒计时自动提交;也可以按住热键说话、松手即发。默认关闭(Alt+Q),在偏好设置 → 快捷键里打开。语音识别成为独立角色,接入豆包 STT 2.0 与 Qwen-Audio ASR。
  • 播报风格三档:简洁 / 详细 / 完整。 前两档朗读前先由轻量任务模型压成口播稿;完整档原文照念,也是默认档。压缩超时、模型没配、回空稿都退回念原文。小窗回复落定后自动朗读;回声门限可配(耳机 / 外放 / 音箱很近)。
  • 聊天附件接受视频、音频与文档。 音视频不预先分析,路径随消息交给 agent,由它带着问题去看;文档复用知识库解析。新增 read_document;read_local_file 按扩展名把二进制挡在读取之前。插话也能带附件,只拖附件不打字也能插。
  • 对象存储(设置 → 对象存储)。聊天里的图片和音视频传进你自己的 S3 兼容桶,换成链接给模型,不再把 base64 每轮重发。没配、模型收不了链接或上传失败,都安静退回原来的做法。
  • 生视频支持参考视频和参考音频(方舟 Seedance 2.x)。本地视频经对象存储换成链接,没配时在扣费之前拦下。
  • 服务商目录加「订阅套餐」一组:小米 MiMo Token Plan、阿里云百炼 Token / Coding Plan、智谱 GLM Coding Plan、火山方舟 Coding Plan、腾讯云 Coding / Token Plan、MiniMax Token Plan、阶跃星辰 Step Plan。套餐 Key 与按量账户不通用,各自单列。另加按量的小米 MiMo,以及 GPT-6 Sol / Luna、Claude Opus 5.5。
  • 新工具 connect_mcp_server。「我装了个 MCP,你连一下」现在真的连得上:先握手连通再落盘,同名不覆盖,每次调用都要审批。
  • 实验性:ue_autoplay。 机器人在 PIE 里自己走、跳、按输入、点菜单,覆盖 ue_playtest 碰不到的逻辑。三种模式:探索(找卡住、掉出世界、按了就报错的输入)、写死步骤、一句话目标(由判定模型逐步决策)。until_log 是唯一的断言。平地和导航网格走得到的目标比较可靠,要连续跳台阶、爬楼、跨沟的路线经常到不了;移动绕开了键位映射和游戏自己的移动蓝图,走得到不等于玩家按键走得到。
  • ue_content_delete 的 paths 直接收目录,一批提交、只跑一遍 GC。sequence_describe 新增 detail="names",上限 2000。

变更

  • 对外 MCP 服务默认可写。 老配置里明确存了只读的保持只读;运行中切换权限自动重启,切到只读时旧的可写会话立即失效。
  • 主进程请求跟随系统代理(含 PAC 与绕过列表)。此前开着 Clash 的系统代理模式时只有主进程直连,国内直连 OpenAI 授权被按地区拒:浏览器里登录成功,回到盒子换令牌失败。
  • 素材库搜索跨库按相关度统一排序。此前当前库永远排最前,站在 AIGC 库里搜 horse,另一个库里 3562 个真命中一个都没露面。
  • ue_fixup_redirectors 只在报告框弹不出来时拒绝。预演按只读审批,真正执行每次都问。
  • 运行时信封改印本地时间,带时区偏移与星期几。
  • 材质的 duplicate / create_instance 不再替你存盘。
  • 服务器管理入口暂时隐藏:整页只是 standalone 服务端的客户端,而服务端不在本仓库。
  • 模型与服务商弹窗点保存不再关窗,可以接着测连接。

修复

  • 两处编辑器崩溃:材质编辑器开着时 material.add_node 建 TextureSample、Constant3Vector 这类节点;工程里有 Pulse 或 Combo 触发器时调 input.map。删材质节点少了 Modify(),撤销后 GC 会崩。
  • mcp.json 不是合法 JSON 时会被按空配置覆盖,server 和密钥一起没了;现在拒绝写入。连接超时不再留下孤儿 npx 进程。
  • 页面自己关掉浏览器窗口会带走主进程。
  • 按停止只回一句 Operation aborted,模型把可能已经生效的命令当失败重试,多出第二个 Actor。
  • Python 里按位置传 unreal.Rotator 直接拦下:顺序是 (roll, pitch, yaw),与 JSON 相反,错了引擎一个字不报。
  • show_ui 截图拍你最后用过的窗口,也可用 window 点名。
  • 工程的引擎版本以磁盘上的 .uproject 为准,在 Launcher 里升过版本后不再显示旧版本、拦下匹配的导入。
  • 智能标签被子串撞出错标(SM_Door_01 被打上 Diffuse、Material),改为按前缀族 / 后缀族匹配。已写进库里的旧标签不会自己消失。
  • 对象存储:R2 地址带桶名会拼成 /桶/桶/;自动清理按上传时间算,会清掉刚在新对话里复用的文件。
  • 52 万行的资产库,不带筛选翻一页要 1.3–2.2 秒,现在不到 1 毫秒;同一秒导入的一批分页时不再重复或漏。
  • 语音:听写会关掉别人的通话,按住说话会中途重启,短句会丢,语音插进来的那句重启就没了,正文以换行开口时整条念两遍。
  • 插话在一轮收尾时回「成功」却丢掉;等附件上传时切了对话会插到别的对话里。
  • 发版时 latest.yml 排到最后上传,安装包传失败不会再挂出一个没有可下载文件的更新。
  • 插件的结构体属性写入在 UE 5.8 上编不过。

下载

仅 Windows —— uebox-1.0.3-setup.exe。已安装的版本会自己检查到这个更新。

支持 **虚幻引...

Read more

v1.0.2

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@ueboxai ueboxai released this 21 Sep 09:45

The first feature release since 1.0.0. Blender integration is now one click, blueprint layout was rewritten, and a batch of full-table scans that made large vaults unusable are fixed. One breaking change to the sequencer tools — see below.

Added

  • Blender integration is now one click. Trigger it from Preferences → MCP; dependency install, path entry and environment variables are handled by the app. If the install location is not detected, it can be selected manually.
  • ue_set_transform gained an arrange operation. It reads each actor's bounding box and lays them out along an axis, with gap measured edge to edge. location sets the mesh origin, and where that origin sits relative to the geometry is decided by the asset — so layouts computed from nominal dimensions are wrong for a significant share of assets, and the engine reports no error when they are. align snaps a batch to a shared line on another axis. Limit of 100 per call.
  • Blueprint layout algorithm rewritten. Execution and data flow share one longest-path column assignment, so no connection runs backwards. Pure getters referenced from far away are duplicated locally instead of drawing a wire across the graph (duplicate_getters: false disables this). Comment boxes are now readable and writable, and move together with the nodes they enclose.
  • Automatically detected updates now surface in the app. Previously updater:update-available was only observed by the Settings → About panel, so the event was lost whenever that panel was not mounted. The title bar badge is now three-state: update available, downloading, restart pending.

Changed

  • Breaking: sequence_camera_cuts no longer deletes existing camera cut sections on its own. The previous behaviour was to delete all existing sections and rebuild a single one, so a multi-camera sequence with a single uncovered frame collapsed to one camera after a single call. It now returns 409 without modifying anything when coverage is incomplete; rebuilding requires an explicit rebuild=true, and the response reports how many sections were removed. sequence_camera_keys gains the corresponding rebuild_camera_cuts.
  • MCP settings are read and written per entry. Save and delete now act on a single server. The previous combined "save and connect" submitted unrelated servers together, so one invalid entry blocked all of them.
  • Tools are loaded on demand. Low-frequency tools are grouped and deferred, high-frequency groups stay resident. The first-turn tool prefix is roughly a third of a full injection. Read-only sessions, Ask mode, and sessions with an explicit tool allowlist are never deferred.

Fixed

  • A system proxy could block the plugin from connecting while every diagnostic still reported success. Unreal's WebSocket implementation applies the system proxy to all connections, with no exception for localhost. The plugin and uebox doctor now report the proxy variables they detect; the troubleshooting guide documents how to start the editor without a proxy and what that costs.
  • Sequencer writes are now transactional. That command family did not use FUAL_ScopedTransaction, so deleted camera cut sections and overwritten keyframes could not be undone with Ctrl+Z or ue_undo — while the tool reported success. All validation was also moved ahead of the first modification, so a failure no longer leaves a generated camera behind in the level.
  • Update installation failures are now visible. quitAndInstall() returned void, so a failure (a cancelled UAC prompt, for example) was discarded silently while the IPC call still returned success. A failure to start the download was unhandled at both call sites, leaving the badge on an unresponsive "downloading 0%". When no update feed is configured, that is now stated explicitly.
  • arrange no longer reports success after a partial failure, and returns the completed count plus a start value for retrying.
  • Two query regressions: an index predicate that disabled the index (opening a folder in a 520k-row vault went from 0.08 ms to 5.2 s), and FTS recall truncation applied before filtering and paging, which returned 0 rows when filtering by folder and empty pages past a certain point.
  • Guidance for two failure modes the model kept hitting: after a Python timeout, further probing commands are useless, because the script holds the editor's main thread and every subsequent command times out with it; and "nothing to save" right after a change almost always means that change went through Python, which bypasses the transaction system, leaves the package unmarked, and causes the save to be skipped.
  • adm-zip upgraded to 0.6.1, closing an outstanding high-severity advisory.

Performance

Every main-process query was profiled with EXPLAIN against a real 520k-row / 975 MB vault, and a batch of full-table scans and whole-table loads were fixed (measured before → after): remote import write phase, 4.1 s per file → 0.06 ms; Spotlight per keystroke, 5.7 s → FTS; filter dropdown, 8.3 s → 0.3 s; dependency graph, 50 s and 1.5 GB of heap → 7 s; emptying the trash, 7.1 s → 0.4 s; media read permissions, 4.7 s → 0.03 ms. The project never ran ANALYZE; it now runs once when a vault is opened.

Known impact and what is not covered: opening an existing vault for the first time builds 6 indexes and runs ANALYZE, which takes about 70 seconds on a 520k-row vault with the interface unresponsive. This happens once; small vaults take seconds. Not addressed: the multi-column LIKE fallback used while FTS is not ready (recovers within about 20 seconds of a full sync), the whole-table load used by cloud backup, and full sync holding 520k rows in memory at once (1.5 GB).

Download

Windows only — uebox-1.0.2-setup.exe. An existing install will find this update on its own.

Supports Unreal Engine 5.0 through 5.8. The UnrealAgentLink plugin ships prebuilt and installs itself when you import a project.

The installer is not code-signed, so Windows SmartScreen will warn on first run.

New here? Read the 1.0.0 release notes — they describe what the app actually does.

License

Apache-2.0 for the application, MIT for the UnrealAgentLink plugin.

This project is not affiliated with or endorsed by Epic Games. Unreal and Unreal Engine are trademarks of Epic Games, Inc.


🐛 Issues · 🔒 Report security vulnerabilities privately per SECURITY.md


中文

1.0.0 以来第一个功能版本。Blender 接入改为一键完成,蓝图排版算法重写,大库上一批导致卡死的全表扫描已修复。定序器工具有一处破坏性变更,见下。

新增

  • Blender 接入改为一键完成。 偏好设置 → MCP 中触发,依赖安装、路径写入、环境变量配置由应用执行。未探测到安装位置时可手动指定目录。
  • ue_set_transform 新增 arrange 操作。 读取每个物体的包围盒,沿指定轴排开,gap 为边到边间距。location 设置的是网格原点,而原点相对几何体的位置由资产决定,因此按标称尺寸推算的排布对相当一部分资产不成立,且引擎不会报错。align 可将一批物体对齐到另一轴的同一条线上。单次上限 100 个。
  • 蓝图排版算法重写。 执行流与数据流共同计算最长路径定列,不再出现反向连线;被远处节点引用的纯 getter 就近复制一份,替代跨图长线(duplicate_getters: false 可关闭)。注释框支持读写,整理时随其框选的节点一同移动。
  • 自动检查到的新版本会在应用内提示。 此前 updater:update-available 仅由「设置 → 关于」面板监听,该面板未挂载时事件丢失。标题栏角标改为三态:可更新、下载中、待重启。

变更

  • 破坏性:sequence_camera_cuts 不再自动删除已有切轨段。 此前补全切轨的做法是删除全部已有段后重建为一整段,因此一条多机位序列只要存在一帧未覆盖,调用一次即只剩一台相机。现在未完全覆盖时直接返回 409 且不做修改,重建需显式传 rebuild=true,返回中给出删除数量。sequence_camera_keys 对应新增 rebuild_camera_cuts。
  • MCP 设置改为逐条读写。 保存与删除作用于单条服务。此前的统一「保存并连接」会把互不相关的服务绑为一次提交,其中一条无效则全部无法保存。
  • 工具改为按需加载。 低频工具按组折叠,高频工具整组常驻,首轮工具前缀约为全量注入的三分之一。只读会话、Ask 模式、以及指定了工具白名单的会话不折叠。

修复

  • 系统代理会导致插件无法连入,且各层检查均为通过状态。 虚幻的 WebSocket 实现对所有连接套用系统代理,不对 localhost 例外。插件与 uebox doctor 现在会输出检测到的代理变量;排障文档补充了绕开代理的启动方式及其影响。
  • 定序器写入纳入事务。 此前该命令族未使用 FUAL_ScopedTransaction,删除的切轨段与覆盖的关键帧无法通过 Ctrl+Z 或 ue_undo 撤销,而工具返回成功。同时将全部校验前移至修改之前,避免失败时在关卡中残留已生成的相机。
  • 更新安装失败现在可见。 quitAndInstall() 原为 void 返回,失败(如用户取消 UAC)被静默丢弃,IPC 仍返回成功;下载启动失败在两处调用点均未处理,角标会停留在无法响应的「下载中 0%」。未配置更新源时明确提示。
  • arrange 中途失败不再返回成功,并给出已完成数量与可用于重试的 start。
  • 两处查询回归:部分索引谓词导致索引失效(52 万行库中打开目录由 0.08 毫秒变为 5.2 秒);FTS 召回截断发生在筛选与分页之前,表现为按目录筛选返回 0 条、翻页超出后为空。
  • 两类失败模式补充了说明:Python 脚本超时后继续发送命令探测无效,因为脚本占用编辑器主线程,后续命令会一并超时;「刚修改完却提示没有需要保存的内容」对应的原因是该次修改经由 Python 执行,未经过事务系统,包未标记为脏,保存被跳过。
  • adm-zip 升级至 0.6.1,修复此前未处理的高危公告。

性能

在 52 万行 / 975 MB 的真实镜像库上,对主进程查询逐条 EXPLAIN 并计时,修复一批全表扫描与整表载入(修前 → 修后实测):远端导入写入阶段每文件 4.1 秒 → 0.06 毫秒;Spotlight 每次按键 5.7 秒 → 走 FTS;筛选下拉 8.3 秒 → 0.3 秒;依赖关系图 50 秒、堆 1.5 GB → 7 秒;清空回收站 7.1 秒 → 0.4 秒;媒体读取权限 4.7 秒 → 0.03 毫秒。此前项目从不执行 ANALYZE,现在打开库时补跑一次。

已知影响与未覆盖项:老库首次打开需新建 6 个索引并执行 ANALYZE,52 万行约 70 秒,期间界面无响应,仅出现一次,小库为数秒。未处理:FTS 未就绪时的多列 LIKE 兜底查询(全量同步后约 20 秒内恢复)、网盘备份使用的整表载入、全量同步过程中 52 万行同时驻留内存(1.5 GB)。

下载

仅 Windows —— uebox-1.0.2-setup.exe。已安装的版本会自己检查到这个更新。

支持 虚幻引擎 5.0 至 5.8。UnrealAgentLink 插件随包预编译,导入工程时自动安装。

安装包未做代码签名,首次运行会被 Windows SmartScreen 拦一下。

第一次接触?读 1.0.0 的发版说明,那里写了这个应用到底做什么。

许可

应用为 Apache-2.0,UnrealAgentLink 插件为 MIT。

本项目与 Epic Games 无隶属关系,也未获其背书。Unreal 与 Unreal Engine 是 Epic Games, Inc. 的商标。


🐛 问题反馈 · 🔒 安全漏洞请按 SECURITY.md 私下报告

v1.0.1

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@ueboxai ueboxai released this 18 Sep 23:06

A small patch on top of 1.0.0. The application itself is unchanged — if 1.0.0 works for you, there is nothing here you need. What changed is the download and documentation side.

Fixed

  • Two competing home pages once the docs site and the website share a domain. The logo in the top-left corner and the "back to home" button on the 404 page both pointed at /. VitePress is a single-page app, so it intercepted that navigation and rendered the docs site's own index in the browser: the address bar said uebox.ai while the content was the manual, and a refresh flipped it back to the website. Both now point at /guide/, leaving / entirely to the website.

Changed

  • The download link points at the website's download section instead of straight at GitHub Releases. Past versions and checksums still live in Releases.

Download

Windows only, same as 1.0.0 — uebox-1.0.1-setup.exe. An existing 1.0.0 install will find this update on its own.

Supports Unreal Engine 5.0 through 5.8. The UnrealAgentLink plugin ships prebuilt and installs itself when you import a project.

New here? Read the 1.0.0 release notes — they describe what the app actually does.

License

Apache-2.0 for the application, MIT for the UnrealAgentLink plugin.

This project is not affiliated with or endorsed by Epic Games. Unreal and Unreal Engine are trademarks of Epic Games, Inc.


🐛 Issues · 🔒 Report security vulnerabilities privately per SECURITY.md


中文

1.0.0 之上的一个小补丁。应用本身没有变化 —— 1.0.0 用着没问题的话,这一版没有你需要的东西。改的是下载和文档这一侧。

修复

  • 文档站和官网同域之后,会出现两张首页。 左上角 logo 和 404 页的「回首页」原本都指向 /,而 VitePress 是单页应用,它会拦下这次跳转、在前端自己画出文档站的首页:地址栏是 uebox.ai,内容却是使用手册,刷新一下又变回官网。现在这两处都指向 /guide/,/ 整个让给官网。

变更

  • 下载入口改指官网的下载区,不再直指 GitHub Releases。历史版本和校验和仍然在 Releases 这里。

下载

跟 1.0.0 一样只有 Windows —— uebox-1.0.1-setup.exe。已经装了 1.0.0 的会自己检查到这个更新。

支持虚幻引擎 5.0 ~ 5.8。UnrealAgentLink 插件随包附带预编译版本,导入工程时自动安装。

第一次接触?先看 1.0.0 的发版说明,那里写的是这个应用到底能干什么。

许可

应用主体 Apache-2.0,UnrealAgentLink 插件 MIT。

本项目与 Epic Games 无关联、未获其背书。Unreal、Unreal Engine 是 Epic Games, Inc. 的商标。


🐛 问题反馈:Issues · 🔒 安全漏洞请按 SECURITY.md 私下报告

v1.0.0

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@ueboxai ueboxai released this 18 Sep 16:16

First public release of UE Box.

An agent harness for Unreal Engine: give it a goal, and the AI does the work inside the project you already have open — placing Actors, editing Blueprints, wiring materials, compiling C++. When it says it's done, it goes back into the engine, verifies, and shows you the evidence.

This is the community core edition: fully offline, no account, no dependency on our servers, no regional gating. Everything local works out of the box; AI features just need your own model API key, which never leaves your machine.

Download

Windows only in this release — uebox-1.0.0-setup.exe.

Windows is the primary platform and where every feature is verified. macOS and Linux build and run from source, but the macOS plugin binaries and release validation aren't finished, and Linux engine auto-discovery isn't adapted yet — so there are no installers for them. Build from source if you need one.

Supports Unreal Engine 5.0 through 5.8. The UnrealAgentLink plugin that connects to the engine ships prebuilt and installs itself when you import a project — you don't need to know how to compile.

Getting started

  1. Install and open it
  2. Preferences → Models: add a provider, enter your API key, bind it to the "Chat" role — that one binding is enough to run the whole app
  3. Import your UE project and open the editor

Fully local and free is also an option: install Ollama for inference, and pull nomic-embed-text or bge-m3 for knowledge-base embeddings.

What's in it

  • 100+ Unreal Engine tools covering Actors, Blueprints, materials, geometry editing, Sequencer, Content Browser, and C++ compilation
  • Project health checks — just ask "which assets take up the most space" or "why is this level slow" and get a cost ranking aggregated by asset
  • Performance sampling that isn't a single-frame snapshot: continuous sampling via the engine's own CSV Profiler, with p50/p95/p99 and bottleneck attribution. Need more detail? Record an Unreal Insights trace
  • Step-by-step approval — destructive operations stop and ask before they run
  • Bring your own model: a built-in catalog of 39 providers covering local inference, self-hosted gateways, and cloud vendors. API keys can be entered directly, referenced as an environment variable name, or fetched on demand via !command from tools like the 1Password CLI
  • Project library, asset library, Blueprint and material libraries, notes and knowledge base — each usable on its own

Full change list in CHANGELOG.md.

License

Apache-2.0 for the application, MIT for the UnrealAgentLink plugin.

This project is not affiliated with or endorsed by Epic Games. Unreal and Unreal Engine are trademarks of Epic Games, Inc.


🐛 Issues · 🔒 Report security vulnerabilities privately per SECURITY.md


中文

虚幻盒子首次公开发布。

一套让 AI Agent 能实际操作虚幻工程的本地运行环境:给一个目标,它在你正开着的编辑器里把活干完 —— 放 Actor、改蓝图、连材质、编译 C++,改完回引擎核实再向你举证。

社区核心版:完全离线运行,不需要账号,不依赖我们的服务器,没有区域门禁。装完不配任何东西就能用全部本地功能;AI 功能自带模型 API Key 即可,密钥只存在本机。

下载

本次只提供 Windows 安装包 —— uebox-1.0.0-setup.exe。

Windows 是主力平台,功能都在这上面验证过。macOS / Linux 可以自己从源码构建并跑起来,但 Mac 插件二进制的构建与发布验收尚未完成,Linux 的引擎自动发现还没适配,所以暂不提供安装包。有需要的可以自行编译。

支持虚幻引擎 5.0 ~ 5.8。连接引擎的 UnrealAgentLink 插件已随包附带预编译版本,导入工程时自动安装,不需要你会编译。

用起来需要什么

  1. 装好,打开
  2. 偏好设置 → 模型,添加一个 Provider,填自己的 API Key,绑给「对话」角色 —— 只配这一项整个应用就能跑
  3. 导入你的 UE 工程,打开编辑器

想完全本地免费也可以:装 Ollama,模型走本机推理,知识库的嵌入模型拉 nomic-embed-text 或 bge-m3。

这个版本有什么

  • 100+ 个虚幻引擎工具,覆盖 Actor、蓝图、材质、几何编辑、序列器、内容浏览器、C++ 编译
  • 工程体检:直接问「哪些资源最占地方」「这个关卡为什么卡」,给出按资产聚合的开销排行
  • 性能采样:不是单帧快照,走引擎自带的 CSV Profiler 连续采样,给 p50/p95/p99 和瓶颈定位;需要更细可以再录 Unreal Insights trace
  • 逐步审批:破坏性操作在执行前停下来问你
  • 模型接入自由:内置 39 家厂商目录,本机推理 / 自建网关 / 云厂商都支持。API Key 可以直接填、可以填环境变量名、也可以用 !命令 从 1Password CLI 这类工具现取
  • 项目库、资产库、蓝图库与材质库、笔记与知识库,各自都能独立使用

完整的变更清单见 CHANGELOG.md。

许可

应用主体 Apache-2.0,UnrealAgentLink 插件 MIT。

本项目与 Epic Games 无关联、未获其背书。Unreal、Unreal Engine 是 Epic Games, Inc. 的商标。


🐛 问题反馈:Issues · 🔒 安全漏洞请按 SECURITY.md 私下报告