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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. v0.5.1

    • 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. v0.3.17

    • New Edit an existing Blueprint graph comment box in place — change its title, color, or size without deleting and recreating it.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. v0.3.11

    • New Blueprint nodes — Custom Events now accept input parameters, and Append / Format Text nodes can be built in one call.
  14. 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.
  15. 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.
  16. 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).
  17. 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.
  18. 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.
  19. 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.
  20. v0.3.4

    • New Landscape height query + snap helpers — read terrain height at any world location and snap actors to the landscape surface.
  21. 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.
  22. 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.
  23. 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").
  24. 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.