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Release notes

What's new in Claude Unreal — every plugin update, with the bits that matter to you up top.

  1. v0.6.9

    Codex support now works on Windows.

    • Fixed A project whose path contains `%` no longer breaks Codex support: the MCP registration and `.codex\cu.cmd` keep the path as written.
    • Fixed On Windows, the project's `AGENTS.md` now tells Codex to run `.codex\cu.cmd` and how to pass `cu` parameters from PowerShell, so Codex no longer wastes calls on commands that fail there.
    • Fixed `cu --params-file` accepts files saved with a UTF-8 BOM, as Windows PowerShell 5.1 writes them.
  2. v0.6.8

    • Fixed Maintenance release: no changes to the plugin's tools or editor features since 0.6.7.
  3. v0.6.7

    Fixes the plugin failing to load on Windows with UE 5.8, and adds landscape brushes and a dedicated Agent Skills panel.

    • Fixed On Windows with UE 5.8, the editor no longer fails to load the plugin with error 126. The plugin now enables the engine's Unreal MCP plugin it depends on.
    • New `add_landscape_brush` / `remove_landscape_brush`: place a Landmass or Brushify SmartBrush on the terrain and have it render, including after you move or scale it.
    • New Agent Skills panel, one click from the Claude menu: turn package skills on and off, see which packages are in the project, and jump to Fab for the ones that aren't.
    • New The Brushify and Ultra Dynamic Sky skills now size SmartBrushes to your landscape and keep clouds out of aerial shots.
    • New Status panel is now "Agent Status": clear the activity feed from its header, and its empty state names the agent you have switched on (Claude, Codex, or both).
    • Fixed Fewer first-try failures: `spawn_actor` reports the new actor's component names, and `take_screenshot` also accepts `filename`.
  4. v0.6.6

    Claude Unreal now works with OpenAI Codex CLI too: one switch sets Codex up for your project, and Claude support can be turned on and off while the editor runs.

    • New Codex support. Turn it on under Project Settings → Plugins → Claude Unreal → Agents, or from the Claude toolbar button's menu, and the plugin registers your project with the Codex CLI and writes an `AGENTS.md` guide and a `.codex/cu` wrapper. Run `codex` in the project, trust it once, and Codex can call the Unreal tools and run `.codex/cu` from inside its sandbox without prompting for every call.
    • New Claude support and Codex support are separate switches, saved per user rather than in the project. Both apply immediately — no editor restart — and turning one off removes only the files the plugin wrote; anything you edited is kept and listed.
    • Heads up Codex support writes `.codex/config.toml`, which gives sandboxed commands in that project network access and auto-approves the Unreal tools, so they run in the editor without a prompt. Delete or edit the file to opt out; an edited copy is never overwritten. See Use with Codex CLI in the docs.
    • Heads up The Dangerously Skip Permissions project setting is gone. The Claude Code panel's own permission-mode picker is unchanged.
  5. v0.6.5

    Walls follow a line: `/cu:wall` lays a kit along a named spline style, and the kit's own records move out of the content folder.

    • New `/cu:wall <pack>` draws a wall line and lays your kit along it, stopping once to show you the line before anything is built. Five styles — a ring, a rectangle, a star fort, an open arc, or a line you traced yourself — all sized in wall modules rather than centimetres, with every edge snapped to a whole number of pieces. The line stays as a Spline actor you can drag; the build reads wherever you left it.
    • New Two ways to lay a kit along the line. `tile` stands rigid pieces with a tower on every corner and holds the wall's crest level between towers, so a slope steps at the towers instead of sawing up and down; `bend` curves a plain wall piece along the spline itself. A gate can replace a module on any edge without moving anything else, and `wipe_wall_spline` removes exactly what the wall spawned.
    • Fixed The kit's records — the confirmed orientations, the composed pieces, and now the walls — live beside your project rather than inside its content folder. The editor watches content folders for changed source files and offers to import them, so every record a tool wrote used to interrupt you with an import prompt. Records already in the old place move themselves the first time they are read.
    • Fixed A wall is built in the level you have open, and every response names that level. Wiping or rebuilding one wall no longer takes a neighbour whose name merely starts the same way, and a pack status asked of a closed editor says the editor is not answering instead of reporting your whole kit as missing.
    • Fixed In the Claude Code panel, each message gains a copy button, the resume list shows the command you ran instead of raw markup, and the model menu is current.
  6. v0.6.4

    A kit toolset arrives: `/cu:kit` turns a Fab kit-of-parts pack into tileable pieces, and the city planner can commit its walls to that kit's masonry.

    • New `/cu:kit <pack>` runs the whole track and stops only three times — which mesh plays which role, are the orientations right, bake this piece? Everything between those gates (measuring, formatting, spawning, merging, saving, checking that the piece tiles) is automatic. The orientation sheet photographs the whole pack at once, each part standing against the wall it will be pressed on, so a part facing the wrong way is visible before it is baked.
    • New Recipes are files, written in module units rather than centimetres, so one recipe composes from any pack. Nine ship: three curtain walls, two doorways (openings through a hollow wall get their jambs and soffit automatically), two towers (the same wall bent into a drum), a fence and a colonnade. A role may bind a list of parts to alternate along a run, and a run's last module can close its own ends.
    • New Every pack gets a stage of its own — a flat, evenly lit level where the finished kit stands to be looked at. The default layout is the inventory; `layout="recipes"` gives each piece its own row, the parts it was made from on the left and the piece on a coloured plinth on the right.
    • New The city planner goes from cubes to a real city: preview candidate layouts, stand one up as blockout, then commit it — real buildings from a zone DataAsset, both wall rings as a castle kit's masonry, or the walls alone. A second build repairs in place instead of demolishing, districts are coloured, and `wipe_city` cleans up exactly what the city tools spawned.
    • New The castle assembler gains outline shapes (ellipse, polygon, irregular, spur), varied towers, walls built in courses, Blueprint kit pieces, and a keep made of clustered towers. Actors can be moved into World Outliner folders in one batch.
    • Fixed `unreal_session_brief` no longer comes back empty on a healthy editor, and the auto-copied CLAUDE.md refreshes with the plugin instead of freezing at whatever version installed first — your own edits are kept, and asked about once.
    • Fixed Nothing succeeds silently: `commit_city` verifies the kit's wrapper Blueprints before spawning (an empty wrapper used to raise a ring of invisible actors and report success), a tower whose lid cannot be made from a rectangular part is left open and says so, and the kit stage saves whatever level you had open before switching — refusing, with the command that gets past it, when it cannot.
  7. v0.6.3

    A castle assembler arrives — five concentric wards, each raised from a single call, with a blockout kit in the box.

    • New The castle assembler plans a concentric castle and raises it one layer at a time: each `place_next_ward()` call lays a terrain-following ring of wall segments, towers and a five-piece gatehouse. Five wards in all — curtain, bailey, inner wall, motte and keep.
    • New A blockout kit ships inside the plugin, so you can raise a castle on day one without owning any medieval asset pack — and every kit of your own is cloned from that working example rather than authored blind against a schema. A validation gate refuses kits with a missing role, an unmeasured variant, or mixed lengths inside one role.
    • New Nothing forces a full re-roll. Preview several candidate castles side by side before anything is spawned, rebuild a single ward without disturbing the layers you already approved, or nudge one piece — move a tower and only its two adjacent wall runs re-lay.
    • New New `cu bp-wrap` normalizes any asset into the Town Planner's contract — whatever its orientation, pivot or size, the wrapper presents a door facing the street and a base sitting on the ground. Third-party content packs now drop straight in.
    • New `set_house_assets` swaps many houses in one pass instead of one at a time, and planning a town reads every house transform in a single query.
    • Fixed Colour setters and renderer settings no longer report success while silently doing nothing, Custom HLSL material nodes name their inputs correctly and report their real compile status, and swapped houses keep the frontage they were placed with.
    • Fixed `get_viewport_camera_info` answers from the player camera while PIE is running, instead of reporting the editor viewport.
  8. v0.6.2

    The editor UI folds into a single Claude toolbar button, and the Town Planner grows a full medieval town archetype.

    • New One Claude button in the level-editor toolbar now covers everything: click it for the Claude Code panel, or use its menu to resume a session, start a fresh one, open the Status / MCP panels, reconnect the bridge, or jump to settings. Opening the panel and resuming the last session have rebindable keyboard shortcuts, and a dot on the button shows whether the session is idle, working, or waiting on you.
    • New The Town Planner can now lay out medieval towns — a central plaza with a landmark building, radial streets, ring roads and enclosed street blocks — and lets you preview several candidate layouts side by side before anything is placed in the level.
    • New The house picker is easier to work with: the plaza's landmark can be swapped like any other building, one click randomises every row, and the layout comparison page highlights whichever candidate you picked.
    • New New tools for driving the editor: `click_screen_position` and `click_widget` let an agent click inside a running PIE session, and `close_preview` dismisses the Claude Preview tab once you've acted on what it showed.
    • New The embedded panel lists Opus 5, shows plain model names instead of internal ids, and reports capability-probe failures instead of failing quietly.
    • Fixed Viewport commands no longer crash the editor when run during PIE, and planning a town whose roads keep their own materials is several times faster — it was needlessly rebuilding the road Blueprint on every single plan.
  9. v0.6.1

    Windows reliability fixes for the embedded Claude Code / MCP panel, plus a friendlier model pill.

    • Fixed Windows: the Claude Code MCP panel now reliably loads — fixed path resolution for cargo-installed uv/claude, a first-launch bootstrap crash, and a status server that was silently killing itself seconds after every launch.
    • Fixed The embedded Claude Code panel's model pill no longer shows a raw internal model id when left on "Default", and now remembers whichever model was last active across restarts.
  10. v0.6.0

    A major visual redesign of the embedded Claude Code panel, plus a more reliable Town Planner house-picker.

    • New The embedded Claude Code panel got a full holographic-glass redesign, with a new session header (MCP status, model & thinking-effort menus, permission mode, current git branch) and drag-and-drop support for any file type.
    • New The interactive Town Planner house-picker now shows in-viewport house-number signs on every plot, matching the picker's rows.
    • Fixed Custom Claude Launch Command wrappers (e.g. tmux/cmux-style multiplexers) now resolve via PATH instead of silently failing to launch, and launch failures surface the wrapper's actual error instead of a bare exit code.
    • Fixed Fixed several panel display issues — remaining Chinese UI strings translated to English, HUD button/tag chrome and attachment thumbnails render correctly, tool-step groups no longer lose their expand/collapse state, and empty thinking blocks no longer clutter the transcript.
    • Fixed A stale local Town Planner asset could silently break house placement mid-recipe; it's now detected and rebuilt automatically.
  11. v0.5.4

    Claude can now show you things and ask — interactive previews, a human-in-the-loop house picker, and a native chat panel.

    • New Native Claude Code chat panel — the Tools > Claude Code tab is now a real Slate chat UI instead of an embedded terminal: faster, crisper, and it follows your editor theme.
    • New Claude Preview tab + show_preview — the agent can push images and documents into the editor, and interactive previews can ask you to pick (e.g. choose a house from thumbnail cards) before it continues.
    • New Town planner grows up — terrain-aware planning tools plus a human-in-the-loop /cu/demo-house-picker recipe where you pick the houses and Claude builds the town.
    • New Bring-your-own-workflow hints — a first-run tip with a copyable launch command, and Tools > Claude Connection Info showing bridge status and the active MCP mode at a glance.
    • New Sci-fi HUD look across the panels — Claude Status, Connection Info, and the Claude MCP toolbar panel share one cut-corner HUD style; Claude Status is now also in the Tools menu.
    • Fixed delete_actor now warns when the target was generated by PCG — no more silently deleting things the graph will just regrow.
    • Fixed Leaner plugin package — internal MCP test scripts are no longer shipped in the zip.
  12. v0.5.3

    Hand-drawn town building: sketch two splines and a medieval town grows around them.

    • New Town PCG tool — sketch districts and roads with splines and it paves the roads, scatters six house types, and turns every house to face its street; a town-planner script drives whole layouts from a profile.
    • New call_blueprint_function invokes UFUNCTIONs on live actors — drive Ultra Dynamic Sky's sun, fire gameplay events, or poke any Blueprint API directly from the agent.
    • New get_foliage_instances reads painted foliage back — counts and transforms — so the agent can verify what it planted.
    • New Two new demo recipes — /cu/demo-volcano-lava-valley stages an erupting caldera and /cu/demo-town-pcg grows a medieval town from two hand-drawn lines; the AI-agent guide now covers mounting on UE 5.8's official MCP.
    • Fixed Safer editor round-trips: load_level no longer discards unsaved level changes, delete_asset reports blocked deletes honestly, and exec_console_command surfaces errors instead of failing silently.
    • Fixed Rendering with a locked viewport no longer fights Sequencer's Camera Cuts — scripted camera shots come out clean.
  13. v0.5.2

    Claude now ships first-hand Agent Skills for popular Fab packages — Ultra Dynamic Sky and Brushify at launch.

    • New Opt-in Agent Skills give Claude hands-on knowledge of Ultra Dynamic Sky and Brushify — toggle them in Project Settings or the Claude MCP panel, which also shows whether each package is installed.
    • New Sequencer movie renders gain quality knobs: output format plus spatial and temporal sample counts.
    • New New /cu/demo-mirror-lake recipe builds a mirror-lake scene — 18-piece castle assembly included — with more reliable asset-save handling.
    • Fixed UE 5.8 no longer crashes when reopening a PCG graph editor after agent edits.
  14. v0.5.1

    • New Asset and level discovery tools join the UE 5.8 official MCP toolset, so agents can explore your project out of the box.
    • New New shutdown_editor command (cu shutdown) closes the editor gracefully from the agent.
    • New spawn_actor can now place NiagaraActor, and assigning a Niagara asset to a component reinitializes the effect correctly.
    • Fixed Editor stability: crashes from create_level mid-tick world teardown and re-entrant command dispatch are gone.
    • Fixed Claude panels are more reliable: no more blank docked panel on UE 5.8 macOS, the Status panel survives editor startup races, and reopening a panel keeps your window size.
    • Fixed cu CLI robustness: responses split mid-character no longer garble output, and exec flags accept underscore aliases.
    • Fixed take_screenshot saves relative paths under Saved/Screenshots, and spawn_pcg_volume extents now match PCG sampling bounds.
  15. v0.5.0

    Landscape editing now respects UE 5.8 edit layers, and the Claude Status panel gains a live activity feed.

    • New The Claude Status panel now shows a live activity feed of MCP and cu CLI commands as the agent works (replacing the pets).
    • Fixed Landscape sculpting, painting, and heightmap import now write into the active edit layer on UE 5.8 — edits are no longer flattened or wiped, and sculpts show up immediately.
    • New Generate procedural heightmaps offline with cu gen-terrain and import them straight onto a landscape.
    • Fixed Blueprint Float variables and custom-event parameters are now true double-precision floats — float-parameter delegates can finally be bound, and Float variables no longer produce integer pins.
    • New Clean up Blueprints with delete_blueprint_variable — removes a member variable along with its get/set nodes.
  16. v0.4.2

    Mount Claude Unreal onto Unreal Engine 5.8's official MCP server — switch modes and check health from a new toolbar panel.

    • New Mount on Unreal Engine 5.8's official MCP server — a new toolbar MCP panel registers Claude Unreal's tools onto UE's built-in MCP server, switches between Standalone and Mounted modes, and verifies the mount with /cu/verify-official-mcp.
    • New New Rendering & Lighting tools — drive UE 5.8 Global Illumination, Lumen, and MegaLights from the agent.
    • New Reorder and reparent UMG widgets with move_widget_in_parent, and button text now sticks reliably.
    • Fixed reimport_asset no longer crashes the editor.
    • Fixed move_asset now rejects cross-mount destinations that could silently lose an asset.
  17. v0.4.1

    • New AI authoring works end-to-end — Behavior Tree and EQS tools now produce loadable, bindable assets, and EQS queries keep their edits and return results at runtime.
    • Fixed The open Widget Designer now repaints immediately after you edit a widget via MCP — no more close/reopen or editor restart just to see your change.
    • New Verify UMG work faster — read any widget property back with get_widget_property, and render a Widget Blueprint to a PNG to check its layout without entering Play.
    • New import_asset now turns .ttf/.otf files into usable Font assets you can apply to text widgets.
    • Fixed spawn_blueprint_actor no longer crashes the editor when the new actor's name collides with an existing one.
  18. v0.4.0

    Unreal Engine 5.8 support — the plugin now runs on UE 5.8 alongside 5.7.

    • New Unreal Engine 5.8 compatibility — install it on UE 5.8 just like 5.7; grab the build matching your engine version and it loads without a compatibility prompt.
  19. v0.3.18

    • Fixed Newly added Blueprint comment boxes now keep the title and color you set — previously they could be reset moments after placement.
  20. v0.3.17

    • New Edit an existing Blueprint graph comment box in place — change its title, color, or size without deleting and recreating it.
  21. v0.3.16

    A stability release — three editor-crash paths are fixed: setting a Blueprint component's collision preset, Blueprint compile/move/rename edge cases, and editor shutdown.

    • Fixed Set a Blueprint component's collision preset/profile (e.g. a trigger sphere to OverlapAllDynamic) without crashing the editor.
    • Fixed More reliable Blueprint editing — moving or renaming a Blueprint keeps components you added but hadn't saved, and compiling a Blueprint with a leftover getter for a removed component reports a clear error instead of crashing.
    • Fixed Fixed an editor crash on shutdown/close.
  22. v0.3.15

    Blueprint graphs get real organization tools — comment boxes, node moves, per-event auto-layout, and graph screenshots — plus broader delegate binding and Niagara ribbon controls.

    • New Organize Blueprint graphs — add comment boxes, move individual nodes, and auto-layout each event chain into its own commented band (or just group existing nodes in place).
    • New Screenshot a Blueprint graph to PNG exactly as drawn, for when the graph's JSON structure isn't enough to check the layout.
    • New Bind delegates more broadly — wire an event off any object-reference pin (a variable, function output, or UserWidget reference), not just self components.
    • Fixed Blueprint editing reliability — component-reference and getter binding now work on disk-loaded Blueprints, and connections-only graph builds are allowed.
    • New Niagara ribbon control — ribbon tessellation and facing options, emitter validity and binding type-checks, plus a ready-made magic VFX library.
  23. v0.3.14

    Spline-driven building lands end-to-end — draw a spline, get walls, towers, and a gate — plus one-call Blueprint graph authoring and a wave of editing-reliability fixes.

    • New Spline walls — set_spline_mesh_params drives SplineMeshComponent deformation on placed actors, and the episode-12 recipes (/cu/demo-spline-wall, /cu/demo-town-wall, /cu/demo-spline-tool) build a castle, a walled town, and a live drag-to-rebuild spline tool from it.
    • New Blueprint graph authoring at scale — build_blueprint_graph creates whole graphs (nodes, pin defaults, connections) in one call, and ForLoop / Sequence macro nodes are now supported.
    • Fixed Component edits land instantly and stick — transform property writes move components the same frame, bridge-authored spline points survive construction reruns, and freshly created Blueprints can no longer vanish to garbage collection.
    • New Niagara — extended Light renderer parameters and dynamic inputs on module inputs.
    • Fixed Niagara reliability — bridge-assembled emitters no longer end up silently disabled at runtime, and incompatible renderers / curve inputs are rejected with clear guidance.
    • New Material tooling completeness sweep — more property types, set_material_property, and VFX output pins.
    • New Status panel pets can be switched live from the panel — no editor restart.
  24. v0.3.13

    • New Unattended movie rendering — render_movie_local renders a Level Sequence through Movie Render Queue inside the open editor, no Render click needed.
    • New Animation Blueprint locomotion — build a working state machine end-to-end: add AnimBP variables, set transition rules, and apply the compiled AnimBP to spawned actors.
    • New Level Instance assembly — pack scene actors into a reusable Level Instance, place existing level assets as instances, and capture viewport thumbnails for assets.
    • New A new NinjaFox Status panel pet, and pet skins are now selectable in Project Settings.
    • Fixed More reliable animation tools — duplicate AnimBP creation no longer crashes the editor, state machines auto-wire to the output pose, and open_asset_editor now opens into a state machine's interior.
    • Fixed set_data_asset_property now supports TMap keys in property paths.
  25. v0.3.12

    • New Paintable textured landscapes — author terrain layers (with textures) and paint them end-to-end, now working on World Partition.
    • New Viewport bookmarks — numbered camera slots (0–9) you can save and jump back to.
    • Fixed More reliable material editing — a new node-property setter, the graph now refreshes live after edits, and value writes are more robust.
    • Fixed Richer Blueprint & UMG introspection, plus PIE-safe Enhanced Input.
    • Fixed regenerate_pcg now completes when the editor is in the background (agent-driven control).
    • New A new SamuraiCat pet in the Claude Status panel.
  26. v0.3.11

    • New Blueprint nodes — Custom Events now accept input parameters, and Append / Format Text nodes can be built in one call.
  27. v0.3.10

    Material graph editing is now end-to-end agent-driveable — author nodes (including Custom HLSL and MaterialFunctionCall) via reflection, read shader stats, preview the sphere thumbnail, and trust that pin writes actually stick.

    • New get_material_stats — new tool, returns instruction count, sampler usage, VS/PS texture samples, virtual texture samples, UV / interpolator scalars, and compile errors. Works on UMaterial and UMaterialInstance.
    • New add_material_expression — replaced the hand-maintained 21-class allowlist with reflection-based class lookup. Any UMaterialExpression subclass works (short name or full class name). MaterialFunctionCall (material_function=...) and Custom (code / output_type / description) get post-creation hooks so they're usable in one call.
    • New preview_asset now supports UMaterial / UMaterialInstance — renders the standard sphere thumbnail to PNG without opening the editor window. UMaterialFunction returns a clear error.
    • Fixed set_material_expression_value — Vec3 / Vec4 writes now persist across save and reload. Previously the value silently rolled back because the handler only marked the package dirty without calling PostEditChange.
    • Fixed connect_material_nodes — to_input_index now maps to the correct destination pin name. Previously to_input_index=1 (AppendVector B, LerpInterpolate B, any 2-input op) was silently dropped.
    • Fixed set_niagara_module_input now reports when a sibling <X> Mode static-switch is gating the input off (e.g. Mesh Scale Min / Max under Mesh Scale Mode). Previously the write claimed success while the runtime silently ignored it.
  28. v0.3.9

    • Fixed set_blueprint_node_pin_default now writes object / soft-object reference pins (e.g. MappingContext on AddMappingContext, any UObject* / TSoftObjectPtr<> literal). Previously these pins silently no-op'd and the response echoed an empty default_value, even though get_blueprint_graph could already read them back.
  29. v0.3.8

    • Fixed Asset path resolver now accepts any plugin mount point, not just /Game, /Engine, /Script. Unblocks add_mapping_to_context, set_key_binding, add_blueprint_input_action_node and any other tool that takes an asset name, when the target IMC / IA / BP lives inside a plugin's Content/ (e.g. /UnrealReactBridge/Input/IMC_Demo).
  30. v0.3.7

    • Fixed get_niagara_system_info now reads UE 5.7 Stateless emitters correctly — emitter mode is reported (Standard / Stateless), and operations against a Stateless emitter return a clear, actionable error instead of "Failed to get emitter data".
    • Fixed add_component_to_blueprint now applies inline component_properties (previously silently ignored). add_blueprint_function_node also surfaces inline pin-default failures instead of swallowing them — malformed structs, unknown enum tags, etc. now show up as errors.
    • Fixed Tools → Claude Status panel — slime sprite cleaned up; panel content now centers vertically instead of sticking to the top.
  31. v0.3.6

    Skeleton retargeting is now end-to-end agent-driveable — bind compatible skeletons, build IK Rig + Retargeter, auto-map chains, and bake an entire animation pack from a single prompt.

    • New Full skeleton retargeting toolset — 10 new tools covering CompatibleSkeletons, IK Rig authoring (create, root bone, chains, inspect), IK Retargeter (create, auto-map source→target chains), and batch animation baking.
    • New retarget_animation_pack — one-call orchestrator. Give it a source skeleton, target skeleton, and an asset path glob; it builds the intermediate IK Rig + Retargeter setup automatically and bakes every matching animation. Returns per-anim status plus a list of unmapped chains so you can fall back to manual mapping when needed.
    • New auto_generate_ik_rig_chains — wraps the IK Rig editor's "Add Default Chains" button; returns which Mannequin bones were missing so you know whether the rig is standard-shaped.
  32. v0.3.5

    Hotfix for v0.3.4 — restores macOS Editor self-rebuild compatibility. Upgrade if v0.3.4 left your Editor unable to rebuild.

    • Heads up Paper2D sprite / flipbook authoring tools from v0.3.4 are temporarily removed while we resolve the macOS dependency issue. Landscape height query + snap helpers from v0.3.4 remain available.
  33. v0.3.4

    • New Landscape height query + snap helpers — read terrain height at any world location and snap actors to the landscape surface.
  34. v0.3.3

    • New focus_viewport now supports avoid_occlusion — nudges the camera via raycast so the target isn't blocked by geometry.
    • Fixed exec_console_command — inline py "..." now executes correctly instead of being swallowed.
    • Fixed get_actor_properties now returns Blueprint-exposed instance variables, not just C++ UPROPERTYs.
  35. v0.3.2

    Enhanced Input is now fully driveable from natural language — mouse look, axis input, and long-press all work.

    • New inject_enhanced_input_action — hold duration for Boolean actions (e.g. long-press to jump higher).
    • New inject_mouse_input — drive Enhanced Input camera-look from prompts.
    • New frame_blueprint_graph — standalone tool to zoom and frame any Blueprint graph view.
    • New Asset editor window management — get_open_asset_editors and close_all_asset_editors for tidy session workflows.
    • Fixed set_key_binding is now idempotent — re-running no longer appends duplicate mapping rows.
    • Fixed spawn_blueprint_actor no longer hangs when the editor viewport isn't actively rendering.
    • Fixed refresh_asset_editor no longer wedges the game thread on dirty / unsaved assets.
    • Fixed Input tools no longer double-prefix IA_ / IMC_ asset names.
  36. v0.3.1

    • New inject_enhanced_input_axis — drive axis-based Enhanced Input actions (movement, look) via MCP.
    • New demo-input-action recipe — walks the agent through binding Enhanced Input end-to-end, including agent-driven WASD movement.
    • New add_blueprint_get_subsystem_node — get any subsystem from Blueprint without manual node wiring.
    • New autolayout_blueprint_graph — new zoom_to_fit option re-centers the graph after layout.
    • New close_asset_editor — close an individual asset editor tab cleanly.
    • Fixed set_component_property can now assign asset object references (Static Mesh, Texture, Sound, etc.).
    • Fixed set_mapping_priority — IMC lookup now works during Play-In-Editor (previously always returned "not found").
  37. v0.3.0

    Major editor UX update: a live pet status panel + first-class asset editor control, plus a Blueprint-authoring demo recipe.

    • New Tools → Claude Status panel — pixel-art pet (RedPanda, Shiba, Slime, Cat) reacts to your session state. Idle, working, and sleeping animations included.
    • New open_asset_editor — open any asset editor without ReloadPackages, focuses Blueprint graph tab directly.
    • New collectible-graph recipe — fully automated Blueprint authoring walkthrough (zsh-safe, no modal dialogs).
    • New Status panel rebuilt from the ground up — snappier UI and faster updates between plugin releases.
    • Fixed Shipped recipes now invoke .claude/cu instead of bare cu — fixes collision with the system UUCP command on some setups.