Unified, portable Unreal Engine MCP system plugin
Merge of the two project copies into one self-contained plugin (the superset: variable_op + variables.py, full pcg_op runtime/declarative/preset ops, the CreateWidgetFloatAnimation widget tool, and full Voxel graph authoring). Made fully project- and machine-agnostic — no hardcoded paths: - New src/projectPaths.js auto-detects the host .uproject (walk-up), project name, Editor build target, log file, and engine install (EngineAssociation via launcher manifest/registry, else installed-engine scan). All overridable via UE_* env vars. - Rewired buildOrchestrator/insights/launcher/insightsExporter/server.js and the Python workers (cpp_scaffold, live_coding, apply_graph, console) off the old C:/Github/ihy, IHY*, E:/UE_Versions and UE_5.7 literals onto the resolver. - Voxel made optional: Build.cs auto-detects the Voxel plugin (env UE_MCP_WITH_VOXEL override) and the C++ compiles to stubs under WITH_MCP_VOXEL, so the module builds in projects without Voxel; .uplugin marks Voxel optional. - De-branded the agent-gateway and docs; scrubbed a leaked API key; excluded node_modules/Binaries/Intermediate/__pycache__/secrets from the repo. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -74,3 +74,20 @@ Plugins/**/Intermediate/*
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# Cache files for the editor to use
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DerivedDataCache/*
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# ---> MCP server / Node.js
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node_modules/
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npm-debug.log*
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yarn-error.log*
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# ---> Python workers
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__pycache__/
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*.pyc
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# ---> Secrets & local config (NEVER commit these)
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# auth token for the agent gateway — copy auth.env.example to auth.env locally
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auth.env
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agent-gateway/auth.env
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agent-gateway/.generated-audio/
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# real API keys live in a local, untracked copy
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integrations.local.json
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