Files
Bonchellon eba71c4ca8 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>
2026-06-24 01:07:24 +03:00

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Batchfile

@echo off
REM Generate a long-lived Claude OAuth token using the Agent SDK's bundled CLI.
REM Opens a browser to log in with your Claude subscription (Pro/Max), then
REM prints a token (sk-ant-oat01-...). Copy it into auth.env as:
REM CLAUDE_CODE_OAUTH_TOKEN=sk-ant-oat01-...
cd /d "%~dp0"
node "node_modules\@anthropic-ai\claude-agent-sdk\cli.js" setup-token
echo.
echo ----------------------------------------------------------------
echo Copy the token above into agent-gateway\auth.env :
echo CLAUDE_CODE_OAUTH_TOKEN=sk-ant-oat01-...
echo Then restart the gateway (node server.mjs).
echo ----------------------------------------------------------------
pause