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Changelog

Depth expansion and agent experience — 2026-09-21​

  • The current source contains 5,488 tool declarations. The compatibility table exposes 5,016 tools on UE 4.27 and 5,488 on UE 5.8. Smoke coverage grew from 2,800 to 5,016 covered declarations, leaving 480 SmokeSkip (down from 1,701).
  • Eight kits got a full depth pass (new thematic classes, more typed tools, more recipes), UE 5.8 counts:
    • niagara: 149 → 327 (stack/module editing, linked/dynamic/data-interface inputs, event handlers, simulation stages, typed renderer schemas, scalability, diff/validate).
    • ai (+ new statetree kit): 160 → 257 on ai, plus 52 on the new statetree kit (which now owns State Tree authoring, previously an empty ai.st_* placeholder) — full Blackboard/ Behavior Tree round trips, perception configs, Smart Objects with slot claim/release in PIE.
    • sequencer: 50 → 256 (typed tracks/sections/keys per track class, bindings/possessables/ spawnables, camera cuts, folders, markers).
    • pcg: 152 → 234 (per-node-type settings, graph parameters and instances, attribute selectors, data inspection, asynchronous generation).
    • landscape (+ new water kit): 82 → 148 on landscape, plus a new water kit with 22 tools (water bodies moved out of landscape into their own kit) — edit layers, splines, grass, weightmap import/export, sculpt operations.
    • nav: 123 → 207 (links/smart links, invokers, crowd/RVO, asynchronous build).
    • foliage: 110 → 184 (procedural spawner, per-instance custom data, World Partition partitioned foliage).
    • rig (Control Rig): 25 → 112 (bone/control/null hierarchy, graph units, modular rigs, FK/IK recipes).
  • Agent experience: checkpoints with rollback (edit.checkpoint_rollback), atomic batches (edit.call_many with full rollback on failure), _preview images on calls that build visual content, and a library of 19 end-to-end workflows exposed as MCP prompts (see the Workflows page).
  • Load safety: the plugin now works in projects without the engine's optional plugins — kits that depend on them (Niagara, PCG, StateTree, Water, Control Rig, Chaos Vehicles...) delay-load and only activate when the required plugin is enabled; checked by Tools/check_plugin_gating.py.
  • No silent-fallback rule: a field, parameter or type the running engine does not support returns an error naming the minimum engine — nothing is silently skipped or guessed.
  • Fixes in this integration cycle:
    • landscape: landscape creation now works on 4.27, spline_apply edits the correct edit layer, remove_edit_layer and replace_layer_info were fixed on 4.27, creation with scale is supported from 5.2 on, and layer content is flushed after every edit.
    • metasound: fixed a name collision in build_transient, and adjusted the result returned by add-input/add-output/add-variable.
    • niagara: fixed wait_compile detection on 5.5+, and reordered the scalability smoke.
    • paper: fixed the vector format returned by sprite_find_alpha_bounds, and eliminated a crash in flipbook_duplicate_keyframe.
    • model: fixed a crash in compact_material_ids.
    • component: set_widget now applies bIsTwoSided correctly.
    • umg: the widget GUID map now stays in sync correctly on 5.6+.
    • vehicle: runtime tools now refuse to run without an active physics/mechanical simulation, and the test vehicle now gets a torque curve.
    • camera: the smoke test now uses the class: selector.
    • anim: linked anim layers now resolve FunctionReference correctly on 5.1+, and every fallback was removed in favor of exact graph/pin/state machine lookups with explicit errors.
    • sequencer: the camera-cut section is now created on the real camera cut track, and the byte track smoke was fixed.
    • asset: delete, delete_many and delete_folder are now NonUndoable, and deleting and recreating the same asset within one session now works (undo history cleared and World Partition references cleared).
    • edit: atomic call_many and run_workflow now refuse NonUndoable tools up front, and checkpoint_rollback reports complete: false after a NonUndoable call.
    • nav: build now releases the 5.8 post-load navigation build lock.
    • actor: rename/move_folder correctly return E_CONFLICT, and delete_folder deletes the folder again.
    • foliage: added support for World Partition foliage actors from 5.0 on.
    • data: fixed acquire_registry_item to report SmokeSkip.
    • gameplay: get_game_mode/get_game_state now require PIE.
    • workflows: fixed the day_night, impact_effect, orbit_shot and terrain_with_foliage workflows, and check_workflows now rejects NonUndoable main steps.
    • tooling: added smoke_per_kit.py and check_plugin_gating.py, and fixed plugin-gated kit loading (the "module 'UeaKitAnim' could not be loaded" error in projects without the optional engine plugins).
  • Build and self-test results: builds pass on UE 5.8 and 4.27. UE 5.8: 5,488 tools; full self-test 4,678 passed and 0 failed, PIE 301 passed and 0 failed, per-kit sweep of 55 kits with no crashes, 19/19 workflows, navigation integration passed. UE 4.27: 4,326 tools; full self-test 3,681 passed and 0 failed, PIE 253 passed and 0 failed, per-kit sweep of 50 kits with no crashes, 17 workflows passed (2 require UE 5). Projects without the optional plugins load with no module errors (5.8: 5,030 tools active; 4.27: 4,326).

Complete kit expansion — 2026-09-19​

  • Implemented all 23 roadmap domains: Niagara, AI, Navigation, PCG, Landscape, Foliage, Sequencer, Control Rig, GAS, Rendering, Lighting, Camera, World Partition, Physics, Audio, Data, Gameplay Tags, Networking, Project, Build, Debug, Tests, and Import/Export.
  • Large kits use thematic classes with dedicated schemas and implementations plus centralized compatibility shims.
  • Validated totals: 2,727 tools on UE 4.27 and 3,020 tools on UE 5.8.
  • Complete builds passed on UE 4.27.2 and UE 5.8.2.
  • UE 5.8 self-test: 2,288 passed / 0 failed; PIE: 85 / 0.
  • UE 4.27 self-test: 2,089 passed / 0 failed; PIE: 82 / 0.
  • Fixed during validation: safe Niagara creation/compilation, the Control Rig hierarchy controller, AI and Sequencer fixtures, UHT schemas and 4.27/5.x API branches.

1.4.0 — 2026-09-17 (skel, anim and umg kits)​

  • skel (158 tools, 153 on 4.27): skeleton bones and virtual bones, sockets, slot groups/curves/blend profiles, retarget modes, skeletal mesh LODs/sections/morph targets/skin weights, mesh merge and export, physics assets (bodies, shapes, constraints, profiles), cloth.
  • anim (380 tools, 295 on 4.27): animation sequence curves/notifies/sync markers/root motion/compression/frame editing, montages/composites/blend spaces/pose assets, anim Blueprint graphs (nodes, state machines, transitions, layers, bindings), IK Rig/Retargeter (5.x), Pose Search/Chooser (5.4+), PIE playback, batch audits.
  • umg (252 tools, 212 on 4.27): widget Blueprint tree/slots/properties, widget animations, bindings/events, styles and fonts, Common UI (5.x), MVVM (5.1+), PIE instances, render to PNG, batch edits.
  • Infra: self-test class ordering rule documented in KIT_AUTHORING; PIE cycle now also covers anim and umg.
  • Total: 2,314 tools on 4.27 up to 2,540 on 5.8 (table in Compatibility).
  • Self-test 5.8: 2092 passed / 0 failed (full), 84 / 0 in PIE. Self-test 4.27: 1906 passed / 0 failed (full), 81 / 0 in PIE.

1.3.0 — 2026-09-16 (component, material and mesh kits)​

  • component (121 tools): SCS components (Blueprint template) and instance components on level actors, per-class typed setters, transforms, physics/collision/rendering properties, copy and sync between the two worlds, test rig.
  • material (252 tools, 236 on 4.27): materials, expression graph nodes, material functions, material instances, material layers (5.x), 25 recipes that generate complete materials in a single call.
  • mesh (155 tools, 123 on 4.27): static mesh import and build settings, LOD chain, collision, sockets, UV channels, mesh merge, Nanite on 5.x.
  • Total: 1,654 tools on 4.27 up to 1,750 on 5.8 (table in Compatibility).
  • Fixes: material instance parameter setters no longer trust the engine's always-false return from SetMaterialInstance*ParameterValue; material parameter cache refreshed after graph edits; level.repair_build_data_ids and build-data GUID repair before lighting/reflection builds; 4.27 fixes for material feature-level/quality switch inputs.
  • Self-test 4.27: 1342 passed / 0 failed (full), 66 / 0 in PIE. Self-test 5.8: 1413 passed / 0 failed (full), 69 / 0 in PIE.

1.2.0 — 2026-09-15 (World Building: level, actor and asset kits)​

  • level (192 tools, 175 on 4.27): maps and sublevels, layers, world settings, environment (sun, sky light, atmosphere, fog, clouds, reflection captures, presets), post-process (volumes and every settings group), splines and spline meshes, gameplay volumes, lighting build and Lightmass, navigation (build, agents, nav links, path queries), World Partition / data layers / level instances (5.x).
  • actor (197 tools, 196 on 4.27): query, spawn from classes, Blueprints and assets, transforms and alignment, properties and components on level actors, attachment, outliner folders, groups, selection, mesh actors (static, skeletal, instanced), decals, text, cameras, bulk edits, layout export/import, convert to Blueprint, mesh merging.
  • asset (215 tools): the 90 asset/import tools moved out of edit into their own kit and gained 124 new ones: collections, deep asset-registry queries and dependency graphs, bulk organisation and naming, packages and disk, per-file source control, data tables / curves / string tables / data assets, advanced import (FBX, textures, audio, glTF, Interchange).
  • Total: 1,173 tools on 4.27 up to 1,221 on 5.8 (table in Compatibility).
  • Self-test: 967 tools carry smoke args; UE 5.8.2: 931 passed, 0 failed; PIE cycle clean. Bugs the self-test caught and that were fixed in this release: brush volumes created without a UModel (crash), fix_redirectors opening a modal window (editor hang), timeline tracks without display order (4.27 crash), spawned actors without a root component, map duplication on 4.27.
  • Infra: Tools/build_plugin.ps1, Tools/smoke_cycle.sh and Tools/check_smoke.py; playbook and per-kit specs under Docs/dev/.

1.1.0 — 2026-09-15 (infrastructure for scale)​

  • Adaptive mode (default): tools/list starts with the core (67 tools); edit.recommend_kits, edit.enable_kits, edit.disable_kits and edit.list_active_kits activate kits per session and emit tools/list_changed. edit.search_tools, edit.get_tool_schema and tools/call see everything.
  • Per-tool metadata: risk 0–5 (MaxAutoRisk + "_confirm": true), required plugins, PIE/world requirements, dryRun, engine range, published under annotations.uea.
  • Reply envelope: tool, engine, durationMs, transaction and changedAssets on every reply; lowerCamelCase keys at any depth.
  • Self-test: edit.self_test + Tools/uea_smoke.py --full (553 tools carry smoke args; UE 5.8.2: 513 passed, 0 failed, 40 skipped because they need PIE; UE 4.27.2: 496 passed, 0 failed).
  • PIE cycle (play.start → self-test → play.stop) runs on both engines without a crash.
  • Frame-waiting tools (play.start/stop, start_simulate, toggle_simulate, tap_key, set_axis, mouse_delta, advance_frames, run_test(s), live_coding_compile) run off the game thread and never tick the engine (nested ticks crashed the editor on 5.x).
  • Runtime fixes found by the self-test: kit discovery after every module has loaded, reading the log while the editor holds it open, timelines created through the engine's own path, name kept by bp.set_component_class, bp.add_spawn_node (pin creation order), nodes addressable by title as well as by id.
  • Default port 9321 (http://127.0.0.1:9321/uea-mcp).

1.0.0 — 2026-09-15 (kit expansion)​

  • edit: 35 → 334 tools (prefixes edit., asset., import., object., play., view., console., render., log., settings., project., plugin.): assets, registry and dependencies, factories, reflection-based properties on any object, call functions by name, console/cvars, viewport and selection, levels, config/scalability, plugins, automation tests, Live Coding, source control, batched calls (edit.call_many).
  • bp: 42 → 242 tools: full graph authoring (typed nodes, pins, timelines, layout, build_graph), members (local variables, params, macros, interfaces), class/CDO, compile diagnostics, compare, enums and structs, SCS/components, Gameplay Tags, debugger (breakpoints, watches).
  • input: 23 → 126 tools: every typed modifier/trigger, action/context settings, Player Mappable settings/user settings (5.3+), legacy InputSettings, PIE injection and queries, input events in Blueprints, legacy → Enhanced migration.
  • Total: 673 tools on 4.27 up to 702 on 5.8 (table in Compatibility).
  • Bilingual docs (pt-BR default, English).

1.0.0 — 2026-09-15 (first build)​

  • Streamable HTTP MCP server on 127.0.0.1:9321/uea-mcp (SSE, progress, cancellation, resources).
  • Kits: edit, bp, input.
  • Engines: 4.27, 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7, 5.8.