Files
unreal-engine-mcp-system-pl…/package.json
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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JSON

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