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README: document Niagara, StateTree, and Mass Config trait commands
Update README to reflect the current 238-command surface area (was 163).
The new sections cover features that have landed since v1.1.x:
- Niagara VFX (54 commands): full system/emitter/module/renderer
authoring, scratch pad HLSL, parameter linking, event handlers,
simulation stages, level spawning, and discovery helpers. Built on
Niagara's ViewModel API for safe asset modification.
- StateTree (33 commands): read + author StateTree assets including
states, tasks, evaluators, transitions, conditions, parameters, and
property bindings. Schema-aware (works with Mass schema variants).
Includes get_statetree_full_info and search_statetree_nodes for
large-tree introspection.
- Mass Config trait surgical editing (3 new commands under Data Assets):
add_mass_config_trait, set_mass_config_trait_property, and
remove_mass_config_trait. These edit individual traits in-place
without destructively replacing the Traits array, fixing the
long-standing footgun where set_data_asset_property("Config", ...)
would reset every unspecified trait to C++ defaults.
Other updates:
- Added a category-summary table at the top of the command reference
- CLI examples for Niagara, StateTree, and Mass Config trait editing
- Materials count corrected 34 -> 35
- Data Assets count 9 -> 12 with surgical trait commands documented
- Architecture diagram + intro text updated to reference 238 commands
- Release example updated to v1.2.2 and mentions PyPI alongside npm
Control Unreal Engine 5 editor from AI coding assistants (Claude Code, Cursor, Windsurf, etc.). Create materials, blueprints, spawn actors, manage data tables, profile performance, and more — all without leaving your terminal.
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Control Unreal Engine 5 editor from AI coding assistants (Claude Code, Cursor, Windsurf, etc.). Create materials, blueprints, Niagara VFX, StateTrees, spawn actors, manage data tables, profile performance, and more —**238 commands** across 13 categories, all without leaving your terminal.
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**Two ways to use it:**
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@@ -55,8 +55,9 @@ pip install unrealmcp
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│ │
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│ C++ Plugin (UnrealMCPBridge) │
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│ TCP server on localhost:55557 │
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│ 163 commands: materials, blueprints, │
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│ actors, data tables, profiling, etc. │
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│ 238 commands: materials, blueprints, │
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│ niagara, statetree, actors, data │
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│ tables, profiling, and more │
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└──────────────┬───────────────────────────┘
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│ TCP/JSON
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┌──────────────┴───────────────────────────┐
@@ -71,7 +72,7 @@ pip install unrealmcp
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└───────────────────┘ └────────────────────┘
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```
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The C++ plugin runs inside the editor and exposes 163 commands over TCP. The CLI and MCP server are two different front doors to the same plugin.
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The C++ plugin runs inside the editor and exposes 238 commands over TCP. The CLI and MCP server are two different front doors to the same plugin.
Full coverage of the Niagara editor — create systems from templates, add and configure emitters, manage modules and renderers, write scratch pad HLSL, and spawn effects in the level. Built on Niagara's ViewModel API for safe asset modification.
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#### Systems
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| Command | Description |
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|---------|-------------|
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|`create_niagara_system`| Create from emitter template or empty |
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|`get_niagara_system_info`| System metadata, emitters, parameters |
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|`list_niagara_systems`| Browse Niagara systems by path |
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|`delete_niagara_system`| Delete a system |
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|`compile_niagara_system`| Force recompile |
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|`set_niagara_system_property`| Set top-level system property |
|`list_niagara_modules`| List all available Niagara module scripts |
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|`list_niagara_emitter_templates`| List emitter templates |
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|`list_niagara_data_interfaces`| Available data interfaces (DI_*) |
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|`list_niagara_parameter_types`| Parameter type registry |
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### StateTree (33, NEW)
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Read and author StateTree assets — states, tasks, evaluators, transitions, conditions, parameters, and bindings. Schema-aware: works with both `StateTreeSchemaBase` and Mass schema variants.
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