feat: Implement modular architecture for Unreal MCP plugin#36
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jonathanhawkins wants to merge 6 commits into
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feat: Implement modular architecture for Unreal MCP plugin#36jonathanhawkins wants to merge 6 commits into
jonathanhawkins wants to merge 6 commits into
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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 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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Expanded off this last contribution on the fork you pulled in to try and move the functionality support along. Contributed there since its largely based on this modular refactor and that is where the final commit is from: TrishynVolodymyr#96 |
met44
pushed a commit
to Saupoudrage/unreal-mcp
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Jan 23, 2026
added a somewhat friendly documentation for end user
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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
🏗️ Architecture Improvements
✨ New Features
📁 Code Organization
Editor/AssetTools: Asset registry, content browser operationsEditor/Landscape: Landscape creation and modificationEditor/LevelEditor: Level management and streamingEngine/World: World context operations📚 Documentation
ARCHITECTURE.mddocumenting system design and communication flowCLAUDE.mdwith coding standards and development guidelines🛠️ Developer Experience
Testing
Breaking Changes
None - all existing APIs remain compatible
Files Changed
Checklist
🤖 Generated with Claude Code