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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package.json
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18
package.json
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{
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"name": "ue-blueprint-mcp",
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"version": "0.1.0",
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"description": "MCP server for spawning Unreal Engine 5 Blueprint nodes via a universal NodeSpec primitive.",
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"type": "module",
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"main": "src/server.js",
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"bin": {
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"ue-blueprint-mcp": "src/server.js"
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},
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"scripts": {
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"start": "node src/server.js",
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"test": "node --test \"test/*.test.js\""
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},
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"dependencies": {
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"@modelcontextprotocol/sdk": "^1.0.4",
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"better-sqlite3": "^11.5.0"
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}
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}
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