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Summary

Major refactor implementing a modular command architecture for the Unreal MCP plugin, improving code organization, maintainability, and extensibility.

What's Changed

πŸ—οΈ Architecture Improvements

  • Implemented modular command structure with category-based organization
  • Separated concerns into Editor, Engine, and specialized command handlers
  • Added comprehensive error handling and validation across all modules

✨ New Features

  • Asset Management System: Complete asset lifecycle management (list, load, save, duplicate, delete, rename, import/export)
  • World/Level Management: Level creation, loading, streaming levels, and landscape tools
  • Enhanced Testing Framework: Comprehensive test suite with unit, integration, and validation tests
  • CI/CD Pipeline: GitHub Actions workflow for automated testing and validation

πŸ“ Code Organization

  • Restructured C++ plugin into modular command handlers:
    • Editor/AssetTools: Asset registry, content browser operations
    • Editor/Landscape: Landscape creation and modification
    • Editor/LevelEditor: Level management and streaming
    • Engine/World: World context operations
  • Organized Python tools into category-based modules matching C++ structure
  • Added comprehensive test coverage with 100+ test cases

πŸ“š Documentation

  • Added ARCHITECTURE.md documenting system design and communication flow
  • Created CLAUDE.md with coding standards and development guidelines
  • Added agent definitions for specialized Unreal development tasks
  • Included attribution and licensing information

πŸ› οΈ Developer Experience

  • Added pre-commit hooks for code quality
  • Created helper scripts for Windows development
  • Implemented comprehensive logging and debugging tools
  • Added test coverage reporting and validation scripts

Testing

  • βœ… All existing functionality preserved and tested
  • βœ… New test suite covers all command categories
  • βœ… Integration tests validate end-to-end workflows
  • βœ… Performance benchmarks ensure no regression

Breaking Changes

None - all existing APIs remain compatible

Files Changed

  • 122 files changed
  • 26,605 insertions(+)
  • 1,841 deletions(-)

Checklist

  • Code follows project style guidelines
  • Tests have been added/updated
  • Documentation has been updated
  • All tests pass locally
  • No breaking changes to existing APIs

πŸ€– Generated with Claude Code

jonathanhawkins and others added 6 commits August 14, 2025 01:52
CORE FIXES ONLY:
1. StaticMeshActors now have mesh set (were invisible before)
2. Server binds to 0.0.0.0 instead of 127.0.0.1 (enables WSL2)
3. Python host/port configurable via env vars

These are minimal, essential changes that fix broken functionality.
- StartUnrealWithMCP.bat for easy Windows launch with correct flags
- mcp-wsl2-example.json as reference configuration
- Clear documentation on when/why to use -UnrealMCPBind=0.0.0.0
- start_mcp.sh helper for WSL2 users

Documentation only - no code changes.
- Added screenshot capability to Editor Control features list
- Added Example MCP Usage section with natural language examples
- Clarified that actors now appear with meshes (fixing previous bug)
- Documented that screenshots use Unreal's built-in tool
- Use environment variables with defaults instead of hardcoded IP
- Default to localhost (127.0.0.1) if UNREAL_HOST not set
- Add helpful echo messages showing connection target
- Make script more portable by using relative paths
- Analyzed 3 major unreal-mcp implementations
- Identified 60+ potential new features to add
- Created 6-phase implementation plan
- Covers materials, Niagara, animation, AI, physics, and more
- Incorporates best ideas from kvick-games, runreal, and ayeletstudioindia
## Summary
Major refactor implementing a modular command architecture for the Unreal MCP plugin, improving code organization, maintainability, and extensibility.

## Changes

### Architecture Improvements
- Implemented modular command structure with category-based organization
- Separated concerns into Editor, Engine, and specialized command handlers
- Added comprehensive error handling and validation across all modules

### New Features
- **Asset Management System**: Complete asset lifecycle management (list, load, save, duplicate, delete, rename, import/export)
- **World/Level Management**: Level creation, loading, streaming levels, and landscape tools
- **Enhanced Testing Framework**: Comprehensive test suite with unit, integration, and validation tests
- **CI/CD Pipeline**: GitHub Actions workflow for automated testing and validation

### Code Organization
- Restructured C++ plugin into modular command handlers:
  - Editor/AssetTools: Asset registry, content browser operations
  - Editor/Landscape: Landscape creation and modification
  - Editor/LevelEditor: Level management and streaming
  - Engine/World: World context operations
- Organized Python tools into category-based modules matching C++ structure
- Added comprehensive test coverage with 100+ test cases

### Documentation
- Added ARCHITECTURE.md documenting system design and communication flow
- Created CLAUDE.md with coding standards and development guidelines
- Added agent definitions for specialized Unreal development tasks
- Included attribution and licensing information

### Developer Experience
- Added pre-commit hooks for code quality
- Created helper scripts for Windows development
- Implemented comprehensive logging and debugging tools
- Added test coverage reporting and validation scripts

## Testing
- All existing functionality preserved and tested
- New test suite covers all command categories
- Integration tests validate end-to-end workflows
- Performance benchmarks ensure no regression

## Breaking Changes
None - all existing APIs remain compatible

πŸ€– Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
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