# Roadmap for Unreal Engine MCP Server

This roadmap outlines the comprehensive development plan for expanding the Unreal Engine Model Context Protocol (MCP) server into a **complete automation platform** capable of building full production projects (games, films, archviz, VR experiences, virtual production, etc.).

**Target**: ~2,825 actions covering all Unreal Engine subsystems and major plugin integrations.

**Current sync (2026-06-08)**: Phases 1-29 are implemented and tracked through the consolidated 23-tool TypeScript/native canonical surface. Phase 30+ remains the planned expansion area, with a few seeded actions already available through existing canonical tools.

---

## Phase 1: Architecture & Foundation (Completed)

- [x] **Native C++ Bridge**: Replace Python-based bridge with native C++ WebSocket plugin.
- [x] **Consolidated Tools**: Unify disparate tools into cohesive domains (`manage_asset`, `control_actor`, etc.).
- [x] **Modular Server**: Refactor monolithic `index.ts` into specialized subsystems (`ServerSetup`, `HealthMonitor`, `ResourceHandler`).
- [x] **Performance Optimization**: Pure TypeScript implementation for all math/JSON operations (WASM removed - FFI overhead made it 4-33x slower).
- [x] **Offline Capabilities**: Implement file-based fallback for project settings (`DefaultEngine.ini`).

## Phase 2: Graph & Logic Automation (Completed)

- [x] **Blueprint Graphs**: Add/remove nodes, pins, and properties (`manage_blueprint` graph actions).
- [x] **Material Graphs**: Edit material expressions and connections (`manage_asset` material actions).
- [x] **Niagara Graphs**: Edit emitters, modules, and parameters (`manage_effect` actions).
- [x] **Behavior Trees**: Edit AI behavior trees, tasks, and decorators (`manage_ai`).
- [x] **Environment**: Unified environment builder (`build_environment`) for landscape, foliage, and proc-gen.

## Phase 3: Cinematic & Visual Automation (Completed)

- [x] **Sequencer**: Full control over Level Sequences (create, play, tracks, keys, bindings).
- [x] **Audio**: Create SoundCues, play sounds, set mixes (`create_sound_cue`, `play_sound_at_location`).
- [x] **Landscape**: Sculpting, painting layers, modifying heightmaps (`sculpt_landscape`, `paint_landscape_layer`).
- [x] **Foliage**: Painting foliage instances and procedural spawning (`paint_foliage`).

## Phase 4: System & Developer Experience (Completed)

- [x] **Pipeline Integration**: Direct UBT execution with output streaming.
- [x] **Documentation**: Comprehensive handler mappings and API references.
- [x] **Metrics Dashboard**: `ue://health` view backed by bridge/server metrics.
- [x] **UE 5.7 Support**: Full compatibility with Unreal Engine 5.7 (Control Rig, Subobject Data).

## Phase 5: Infrastructure Improvements (Completed)

- [x] **Native MCP Streaming Transport**: Optional native `/mcp` HTTP/SSE transport supports SSE sessions and streamed `tools/call` responses.
- [x] **Baseline Observability Routes**: `system_control` dispatches `run_tests`, log `subscribe`/`unsubscribe`, and Unreal Insights `start_session`.
- [x] **Real-time Test/Log Streams**: Editor automation/log events stream through WebSocket notifications and native `/mcp` SSE notification streams.
- [x] **Extensibility Framework**: Dynamic handler registration supports lower-snake-case C++ handlers and JSON-configured action aliases.
- [x] **Remote Profiling**: Unreal Insights workflows cover trace status, capture, pause/resume, snapshot write/send, stop, and local trace metadata analysis.

## Context Reduction Initiative (Completed Workstream)

**Goal**: Reduce AI context overhead from ~78,000 tokens to ~25,000 tokens through multiple optimization strategies.

---

### CRI-1: Schema Pruning (Complete)

**Issue**: [#106](https://github.com/ChiR24/Unreal_mcp/issues/106)

**Results**: ~23,000 token reduction

- [x] Remove "Supported actions:" lists from all tool descriptions (redundant with enum)
- [x] Remove "Use it when you need to:" bullet lists
- [x] Condense all descriptions to 1-2 sentences max
- [x] Remove parameter descriptions that just restate the parameter name
- [x] Audit and trim `manage_geometry`, `manage_asset`, `manage_effect`

---

### CRI-2: Common Schema Extraction (Complete)

**Issue**: [#108](https://github.com/ChiR24/Unreal_mcp/issues/108)

**Results**: ~8,000 token reduction

- [x] Move repeated parameters to `commonSchemas` in `tool-definition-utils.ts`
- [x] Extract: `assetPath`, `actorName`, `location`, `rotation`, `scale`, `save`, `overwrite`
- [x] Define `standardResponse` schema for `success` and `message`
- [x] Update all tools to reference `commonSchemas`

---

### CRI-3: Dynamic Tool Loading (Complete)

**Issue**: [#109](https://github.com/ChiR24/Unreal_mcp/issues/109)

**Results**: ~50,000 token reduction (when using category filtering)

- [x] Add `listChanged: true` to server capabilities
- [x] Add `manage_tools` tool with `list_tools`, `list_categories`, enable/disable, status, and reset actions
- [x] Define tool categories: `core`, `world`, `gameplay`, `utility`, `all`
- [x] Filter tools by category in `ListToolsRequestSchema` handler
- [x] Client capability detection via `mcp-client-capabilities` package
- [x] Backward compatibility: clients without `listChanged` support get ALL tools

---

### CRI-4: Strategic Tool Merging (Complete)

**Issue**: [#111](https://github.com/ChiR24/Unreal_mcp/issues/111)

**Results**: Consolidated the public MCP surface to 23 canonical tools while keeping domain actions on parent tools.

#### Tool Consolidations
- [x] Blueprint graph and widget authoring actions live on `manage_blueprint`
- [x] Material authoring and texture actions live on `manage_asset`
- [x] Behavior Tree and navigation actions live on `manage_ai`
- [x] Sessions, game framework, and input actions live on `manage_networking`
- [x] Volumes live on `manage_level_structure`
- [x] Performance, UBT, tests, logs, and Python actions live on `system_control`
- [x] Skeleton and animation authoring actions live on `animation_physics`

#### Public Surface
- [x] Former child tool names are no longer exposed or accepted as direct MCP tool names
- [x] Action routing resolves consolidated actions on their canonical parent tools

---

# Advanced Capabilities Roadmap

The following phases represent the comprehensive expansion to enable **full project creation** - from simple prototypes to AAA-quality games, animated films, and virtual production pipelines.

---

## Phase 6: Geometry & Mesh Creation (Complete)

**Goal**: Enable AI to CREATE actual 3D geometry, not just place existing meshes.

**Tool**: `manage_geometry`

**Status**: All primitives, booleans, modeling operations, deformers, topology, mesh processing, mesh repair, UV operations, collision, LOD, and Nanite conversion implemented.

### 6.1 Primitives
- [x] `create_box`, `create_sphere`, `create_cylinder`, `create_cone`
- [x] `create_torus`, `create_capsule`, `create_plane`, `create_disc`
- [x] `create_stairs`, `create_spiral_stairs`, `create_ring`
- [x] `create_ramp`, `create_arch`, `create_pipe`

### 6.2 Boolean/CSG Operations
- [x] `boolean_union`, `boolean_subtract`, `boolean_intersection`
- [x] `boolean_trim`, `self_union`

### 6.3 Modeling Operations
- [x] `extrude`, `inset`, `outset`
- [x] `bevel`, `offset_faces`, `shell`
- [x] `extrude_along_spline`
- [x] `chamfer`
- [x] `bridge`, `loft`, `sweep`
- [x] `revolve`
- [x] `mirror`, `symmetrize`
- [x] `array_linear`, `array_radial`
- [x] `duplicate_along_spline`
- [x] `loop_cut`, `edge_split`
- [x] `poke`, `triangulate`
- [x] `quadrangulate`

### 6.4 Deformers
- [x] `bend`, `twist`, `taper`
- [x] `noise_deform`, `smooth`
- [x] `stretch`
- [x] `lattice_deform`
- [x] `spherify`, `cylindrify`
- [x] `relax`
- [x] `displace_by_texture`

### 6.5 Mesh Processing
- [x] `subdivide` (PN tessellation)
- [x] `simplify_mesh` (QEM decimation)
- [x] `remesh_uniform`
- [x] `weld_vertices`
- [x] `remove_degenerates`, `fill_holes`
- [x] `flip_normals`, `recalculate_normals`
- [x] `remesh_voxel`
- [x] `merge_vertices`
- [x] `recompute_tangents`

### 6.6 UV Operations
- [x] `auto_uv` (XAtlas)
- [x] `project_uv` (box, planar, cylindrical)
- [x] `unwrap_uv`, `pack_uv_islands`
- [x] `transform_uvs`, `scale_uvs`, `rotate_uvs`

### 6.7 Collision Generation
- [x] `generate_collision` (convex, box, sphere, capsule, decomposition)
- [x] `generate_complex_collision`
- [x] `simplify_collision`

### 6.8 LOD & Output
- [x] `generate_lods`, `set_lod_settings`
- [x] `set_lod_screen_sizes`
- [x] `convert_to_static_mesh` (save DynamicMesh as StaticMesh asset)
- [x] `convert_to_nanite`

### 6.9 Mesh Query
- [x] `get_mesh_info` (vertex/triangle count, UV/normal status)

> **Note**: Geometry Collection for destruction is in Phase 46.1 (Chaos Destruction).

---

## Phase 7: Skeletal Mesh & Rigging (Complete)

**Goal**: Enable creation and editing of animated characters with proper rigs.

**Tool**: `animation_physics`

**Status**: All 29 actions fully implemented in TypeScript and C++.

### 7.1 Skeleton Creation
- [x] `get_skeleton_info`, `list_bones`, `list_sockets` (query operations)
- [x] `create_socket`, `configure_socket`
- [x] `create_virtual_bone`
- [x] `rename_bone` (virtual bones only; regular bones require reimport)
- [x] `set_bone_transform` (reference pose modification)
- [x] `create_skeleton` (uses FReferenceSkeletonModifier)
- [x] `add_bone`, `remove_bone`, `set_bone_parent` (uses FReferenceSkeletonModifier)

### 7.2 Skin Weights
- [x] `normalize_weights` (rebuilds mesh)
- [x] `prune_weights` (rebuilds mesh with threshold)
- [x] `auto_skin_weights` (triggers mesh rebuild)
- [x] `set_vertex_weights` (uses FSkinWeightProfileData)
- [x] `copy_weights`, `mirror_weights` (skin weight profile operations)

### 7.3 Physics Asset
- [x] `create_physics_asset`, `list_physics_bodies`
- [x] `add_physics_body` (capsule, sphere, box, convex)
- [x] `configure_physics_body` (mass, damping, collision)
- [x] `add_physics_constraint`
- [x] `configure_constraint_limits`

### 7.4 Cloth Setup (Basic)
> **Note**: Full cloth simulation configuration is in Phase 46.3 (Chaos Cloth). This section covers skeletal mesh cloth binding only.

- [x] `bind_cloth_to_skeletal_mesh`
- [x] `assign_cloth_asset_to_mesh`

### 7.5 Morph Targets
- [x] `create_morph_target`
- [x] `set_morph_target_deltas`
- [x] `import_morph_targets` (lists targets; FBX import via asset pipeline)

---

## Phase 8: Advanced Material Authoring (Complete)

**Goal**: Full material creation and shader authoring capabilities.

**Tool**: `manage_asset`

**Status**: All 39 actions fully implemented in TypeScript and C++.

### 8.1 Material Creation
- [x] `create_material` (surface, deferred_decal, light_function, post_process, UI, volume)
- [x] `set_blend_mode` (opaque, masked, translucent, additive, modulate)
- [x] `set_shading_model` (default_lit, unlit, subsurface, clear_coat, two_sided_foliage, hair, eye, cloth)
- [x] `set_material_domain` (surface, deferred_decal, light_function, post_process, UI, volume)

### 8.2 Material Expressions (Node Graph)
- [x] `add_texture_sample`, `add_texture_coordinate`
- [x] `add_scalar_parameter`, `add_vector_parameter`
- [x] `add_static_switch_parameter`
- [x] `add_math_node` (add, multiply, divide, power, lerp, clamp, etc.)
- [x] `add_world_position`, `add_vertex_normal`, `add_pixel_depth`
- [x] `add_fresnel`, `add_reflection_vector`
- [x] `add_panner`, `add_rotator`
- [x] `add_noise`, `add_voronoi`
- [x] `add_if`, `add_switch`
- [x] `add_custom_expression` (HLSL code)
- [x] `connect_nodes`, `disconnect_nodes`

### 8.3 Material Functions & Layers
- [x] `create_material_function`
- [x] `add_function_input`, `add_function_output`
- [x] `use_material_function`

### 8.4 Material Instances
- [x] `create_material_instance`
- [x] `set_scalar_parameter_value`
- [x] `set_vector_parameter_value`
- [x] `set_texture_parameter_value`

### 8.5 Specialized Materials
- [x] `create_landscape_material`, `add_landscape_layer`, `configure_layer_blend`
- [x] `create_decal_material`
- [x] `create_post_process_material`

### 8.6 Utilities
- [x] `compile_material`
- [x] `get_material_info`

---

## Phase 9: Texture Generation & Processing (Complete)

**Goal**: Procedural texture creation and processing.

**Tool**: `manage_asset`

**Status**: All 21 actions fully implemented in TypeScript and C++.

### 9.1 Procedural Generation
- [x] `create_noise_texture` (perlin, simplex, worley, voronoi)
- [x] `create_gradient_texture` (linear, radial, angular)
- [x] `create_pattern_texture` (checker, grid, brick, tile, dots, stripes)
- [x] `create_normal_from_height` (Sobel, Prewitt, Scharr algorithms)
- [x] `create_ao_from_mesh`

### 9.2 Texture Processing
- [x] `resize_texture`
- [x] `adjust_levels`, `adjust_curves` (LUT-based curve adjustment)
- [x] `blur`, `sharpen`
- [x] `invert`, `desaturate`
- [x] `channel_pack`, `channel_extract` (extract R/G/B/A to grayscale)
- [x] `combine_textures` (blend modes)

### 9.3 Texture Settings
- [x] `set_compression_settings` (TC_Default, TC_Normalmap, TC_Masks, etc.)
- [x] `set_texture_group` (TEXTUREGROUP_World, Character, UI, etc.)
- [x] `set_lod_bias`
- [x] `configure_virtual_texture`
- [x] `set_streaming_priority`

### 9.4 Utility
- [x] `get_texture_info` (width, height, format, compression, mip count, sRGB, etc.)

---

## Phase 10: Complete Animation System (Complete)

**Goal**: Full animation authoring from keyframes to state machines.

**Tool**: `animation_physics`

**Status**: All listed actions fully implemented in TypeScript and C++.

### 10.1 Animation Sequences
- [x] `create_animation_sequence`
- [x] `set_sequence_length`
- [x] `add_bone_track`
- [x] `set_bone_key` (location, rotation, scale at time)
- [x] `set_curve_key` (float curve at time)
- [x] `add_notify`, `add_notify_state`
- [x] `add_sync_marker`
- [x] `set_root_motion_settings`
- [x] `set_additive_settings`

### 10.2 Animation Montages
- [x] `create_montage`
- [x] `add_montage_section`
- [x] `add_montage_slot`
- [x] `set_section_timing`
- [x] `add_montage_notify`
- [x] `set_blend_in`, `set_blend_out`
- [x] `link_sections`

### 10.3 Blend Spaces
- [x] `create_blend_space_1d`
- [x] `create_blend_space_2d`
- [x] `add_blend_sample`
- [x] `set_axis_settings`
- [x] `set_interpolation_settings`
- [x] `create_aim_offset`, `add_aim_offset_sample`

### 10.4 Animation Blueprints
- [x] `create_anim_blueprint`
- [x] `add_state_machine`
- [x] `add_state`, `add_transition`
- [x] `set_transition_rules`
- [x] `add_blend_node`
- [x] `add_cached_pose`
- [x] `add_slot_node`
- [x] `add_layered_blend_per_bone`
- [x] `set_anim_graph_node_value`

### 10.5 Control Rig
- [x] `create_control_rig`
- [x] `add_control`
- [x] `add_rig_unit` (FKIK, aim, basic_ik, etc.)
- [x] `connect_rig_elements`
- [x] `create_pose_library`

### 10.6 Retargeting
- [x] `create_ik_rig`
- [x] `add_ik_chain`
- [x] `create_ik_retargeter`
- [x] `set_retarget_chain_mapping`

### 10.7 Utility
- [x] `get_animation_info`

---

## Phase 11: Complete Audio System (Complete)

**Goal**: Full audio authoring including MetaSounds.

**Tool**: `manage_audio`

### 11.1 Sound Cues (Expanded)
- [x] `create_sound_cue`
- [x] `add_cue_node` (wave_player, mixer, random, modulator, etc.)
- [x] `connect_cue_nodes`
- [x] `set_cue_attenuation`, `set_cue_concurrency`

### 11.2 MetaSounds
- [x] `create_metasound`
- [x] `add_metasound_node`
- [x] `connect_metasound_nodes`
- [x] `add_metasound_input`, `add_metasound_output`
- [x] `set_metasound_default`

### 11.3 Sound Classes & Mixes
- [x] `create_sound_class`, `set_class_properties`, `set_class_parent`
- [x] `create_sound_mix`, `add_mix_modifier`, `configure_mix_eq`

### 11.4 Attenuation & Spatialization
- [x] `create_attenuation_settings`
- [x] `configure_distance_attenuation`
- [x] `configure_spatialization`
- [x] `configure_occlusion`
- [x] `configure_reverb_send`

### 11.5 Dialogue System
- [x] `create_dialogue_voice`
- [x] `create_dialogue_wave`
- [x] `set_dialogue_context`

### 11.6 Effects
- [x] `create_reverb_effect`
- [x] `create_source_effect_chain`
- [x] `add_source_effect` (filter, eq, chorus, delay, etc.)
- [x] `create_submix_effect`

### 11.7 Utility
- [x] `get_audio_info`

---

## Phase 12: Complete Niagara VFX System (Complete)

**Goal**: Full Niagara system authoring.

**Tool**: `manage_effect`

**Status**: All listed actions fully implemented in TypeScript and C++.

### 12.1 Systems & Emitters
- [x] `create_niagara_system`
- [x] `create_niagara_emitter`
- [x] `add_emitter_to_system`
- [x] `set_emitter_properties`

### 12.2 Module Library
- [x] `add_spawn_rate_module`, `add_spawn_burst_module`, `add_spawn_per_unit_module`
- [x] `add_initialize_particle_module`
- [x] `add_particle_state_module`
- [x] `add_force_module` (gravity, drag, vortex, point_attraction, curl_noise)
- [x] `add_velocity_module`, `add_acceleration_module`
- [x] `add_size_module`, `add_color_module`
- [x] `add_sprite_renderer_module`
- [x] `add_mesh_renderer_module`
- [x] `add_ribbon_renderer_module`
- [x] `add_light_renderer_module`
- [x] `add_collision_module`
- [x] `add_kill_particles_module`
- [x] `add_camera_offset_module`

### 12.3 Parameters & Data Interfaces
- [x] `add_user_parameter` (float, vector, color, texture, mesh, etc.)
- [x] `set_parameter_value`, `bind_parameter_to_source`
- [x] `add_skeletal_mesh_data_interface`
- [x] `add_static_mesh_data_interface`
- [x] `add_spline_data_interface`
- [x] `add_audio_spectrum_data_interface`
- [x] `add_collision_query_data_interface`

### 12.4 Events & GPU
- [x] `add_event_generator`, `add_event_receiver`
- [x] `configure_event_payload`
- [x] `enable_gpu_simulation`
- [x] `add_simulation_stage`

### 12.5 Utility
- [x] `get_niagara_info`
- [x] `validate_niagara_system`

---

## Phase 13: Gameplay Ability System (GAS) (Complete)

**Goal**: Complete GAS implementation for abilities, effects, and attributes.

**Tool**: `manage_gas`

### 13.1 Components & Attributes
- [x] `add_ability_system_component`
- [x] `configure_asc` (replication_mode, owner)
- [x] `create_attribute_set`
- [x] `add_attribute` (health, mana, stamina, damage, armor, etc.)
- [x] `set_attribute_base_value`, `set_attribute_clamping`

### 13.2 Gameplay Abilities
- [x] `create_gameplay_ability`
- [x] `set_ability_tags`
- [x] `set_ability_costs`, `set_ability_cooldown`
- [x] `set_ability_targeting`
- [x] `add_ability_task`
- [x] `set_activation_policy`, `set_instancing_policy`

### 13.3 Gameplay Effects
- [x] `create_gameplay_effect`
- [x] `set_effect_duration` (instant, infinite, duration)
- [x] `add_effect_modifier` (attribute, operation, magnitude)
- [x] `set_modifier_magnitude` (scalable, attribute_based, set_by_caller)
- [x] `add_effect_execution_calculation`
- [x] `add_effect_cue`
- [x] `set_effect_stacking`
- [x] `set_effect_tags` (granted, application, removal)

### 13.4 Gameplay Cues
- [x] `create_gameplay_cue_notify` (static, actor)
- [x] `configure_cue_trigger`
- [x] `set_cue_effects` (particles, sounds, camera_shake)
- [x] `add_tag_to_asset`

### 13.5 Utility
- [x] `get_gas_info`

> **Note**: Gameplay Tag creation and management is in Phase 31.3 (Data & Persistence).

---

## Phase 14: Character & Movement System (Complete)

**Goal**: Complete character setup with advanced movement.

**Tool**: `manage_character`

**Status**: All 19 actions fully implemented in TypeScript and C++.

### 14.1 Character Creation
- [x] `create_character_blueprint`
- [x] `configure_capsule_component`
- [x] `configure_mesh_component`
- [x] `configure_camera_component`

### 14.2 Movement Component
- [x] `configure_movement_speeds` (walk, run, sprint, crouch, swim, fly)
- [x] `configure_jump` (height, air_control, double_jump)
- [x] `configure_rotation` (orient_to_movement, use_controller_rotation)
- [x] `add_custom_movement_mode`
- [x] `configure_nav_movement`

### 14.3 Advanced Movement
- [x] `setup_mantling`
- [x] `setup_vaulting`
- [x] `setup_climbing`
- [x] `setup_sliding`
- [x] `setup_wall_running`
- [x] `setup_grappling`

### 14.4 Footsteps System
> **Note**: Physical Material creation is in Phase 34.5 (Physics Materials).

- [x] `setup_footstep_system`
- [x] `map_surface_to_sound`
- [x] `configure_footstep_fx`

### 14.5 Utility
- [x] `get_character_info`

---

## Phase 15: Combat & Weapons System (Complete)

**Goal**: Complete combat implementation.

**Tool**: `manage_combat`

**Status**: All 31 actions fully implemented in TypeScript and C++.

### 15.1 Weapon Base
- [x] `create_weapon_blueprint`
- [x] `configure_weapon_mesh`, `configure_weapon_sockets`
- [x] `set_weapon_stats` (damage, fire_rate, range, spread)

### 15.2 Firing Modes
- [x] `configure_hitscan`
- [x] `configure_projectile`
- [x] `configure_spread_pattern`
- [x] `configure_recoil_pattern`
- [x] `configure_aim_down_sights`

### 15.3 Projectiles
- [x] `create_projectile_blueprint`
- [x] `configure_projectile_movement`
- [x] `configure_projectile_collision`
- [x] `configure_projectile_homing`

### 15.4 Damage System
- [x] `create_damage_type`
- [x] `configure_damage_execution`
- [x] `setup_hitbox_component`

### 15.5 Weapon Features
- [x] `setup_reload_system`
- [x] `setup_ammo_system`
- [x] `setup_attachment_system`
- [x] `setup_weapon_switching`

### 15.6 Effects
- [x] `configure_muzzle_flash`
- [x] `configure_tracer`
- [x] `configure_impact_effects`
- [x] `configure_shell_ejection`

### 15.7 Melee Combat
- [x] `create_melee_trace`
- [x] `configure_combo_system`
- [x] `create_hit_pause` (hitstop)
- [x] `configure_hit_reaction`
- [x] `setup_parry_block_system`
- [x] `configure_weapon_trails`

### 15.8 Utility
- [x] `get_combat_info`

---

## Phase 16: Complete AI System (Complete)

**Goal**: Full AI pipeline with EQS, perception, and smart objects.

**Tool**: `manage_ai`

**Status**: All listed actions fully implemented in TypeScript and C++.

### 16.1 AI Controller
- [x] `create_ai_controller`
- [x] `assign_behavior_tree`, `assign_blackboard`

### 16.2 Blackboard
- [x] `create_blackboard_asset`
- [x] `add_blackboard_key` (bool, int, float, vector, rotator, object, class, enum, name, string)
- [x] `set_key_instance_synced`

### 16.3 Behavior Tree (Expanded)
- [x] `create_behavior_tree`
- [x] `add_composite_node` (selector, sequence, parallel, simple_parallel)
- [x] `add_task_node` (move_to, rotate_to_face, wait, play_animation, play_sound, run_eqs_query, etc.)
- [x] `add_decorator` (blackboard, cooldown, cone_check, does_path_exist, is_at_location, loop, time_limit, force_success)
- [x] `add_service` (default_focus, run_eqs)
- [x] `configure_bt_node`

### 16.4 Environment Query System (EQS)
- [x] `create_eqs_query`
- [x] `add_eqs_generator` (actors_of_class, current_location, donut, grid, on_circle, pathing_grid, points)
- [x] `add_eqs_context` (querier, item, target)
- [x] `add_eqs_test` (distance, dot, overlap, pathfinding, project, random, trace, gameplay_tags)
- [x] `configure_test_scoring`

### 16.5 Perception System
- [x] `add_ai_perception_component`
- [x] `configure_sight_config` (radius, angle, age, detection_by_affiliation)
- [x] `configure_hearing_config` (radius)
- [x] `configure_damage_sense_config`
- [x] `set_perception_team`

### 16.6 State Trees (UE5.3+)
- [x] `create_state_tree`
- [x] `add_state_tree_state`
- [x] `add_state_tree_transition`
- [x] `configure_state_tree_task`

### 16.7 Smart Objects
- [x] `create_smart_object_definition`
- [x] `add_smart_object_slot`
- [x] `configure_slot_behavior`
- [x] `add_smart_object_component`

### 16.8 Mass AI (Crowds)
- [x] `create_mass_entity_config`
- [x] `configure_mass_entity`
- [x] `add_mass_spawner`

### 16.9 Utility
- [x] `get_ai_info`

---

## Phase 17: Inventory & Items System (Complete)

**Goal**: Complete inventory and item management.

**Tool**: `manage_inventory`

**Status**: All 33 actions fully implemented in TypeScript and C++.

### 17.1 Data Assets
- [x] `create_item_data_asset`
- [x] `set_item_properties` (properties object)
- [x] `create_item_category`
- [x] `assign_item_category`

### 17.2 Inventory Component
- [x] `create_inventory_component`
- [x] `configure_inventory_slots`
- [x] `add_inventory_functions`
- [x] `configure_inventory_events`
- [x] `set_inventory_replication`

### 17.3 Pickups
- [x] `create_pickup_actor`
- [x] `configure_pickup_interaction`
- [x] `configure_pickup_respawn`
- [x] `configure_pickup_effects`

### 17.4 Equipment
- [x] `create_equipment_component`
- [x] `define_equipment_slots`
- [x] `configure_equipment_effects`
- [x] `add_equipment_functions`
- [x] `configure_equipment_visuals`

### 17.5 Loot System
- [x] `create_loot_table`
- [x] `add_loot_entry`
- [x] `configure_loot_drop`
- [x] `set_loot_quality_tiers`

### 17.6 Crafting
- [x] `create_crafting_recipe`
- [x] `configure_recipe_requirements`
- [x] `create_crafting_station`
- [x] `add_crafting_component`

### 17.7 Additional Actions
- [x] `configure_item_stacking`
- [x] `set_item_icon`
- [x] `add_recipe_ingredient`
- [x] `remove_loot_entry`
- [x] `configure_inventory_weight`
- [x] `configure_station_recipes`

### 17.8 Utility
- [x] `get_inventory_info`

---

## Phase 18: Interaction System (Complete)

**Goal**: Complete interaction framework.

**Tool**: `manage_interaction`

**Status**: All 22 actions fully implemented in TypeScript and C++.

### 18.1 Interaction Component
- [x] `create_interaction_component`
- [x] `configure_interaction_trace`
- [x] `configure_interaction_widget`
- [x] `add_interaction_events`

### 18.2 Interactables
- [x] `create_interactable_interface`
- [x] `create_door_actor`
- [x] `configure_door_properties`
- [x] `create_switch_actor`
- [x] `configure_switch_properties`
- [x] `create_chest_actor`
- [x] `configure_chest_properties`
- [x] `create_lever_actor`

> **Note**: Pickup actors are in Phase 17.3 (Inventory - Pickups).

### 18.3 Destructibles
- [x] `setup_destructible_mesh`
- [x] `configure_destruction_levels`
- [x] `configure_destruction_effects`
- [x] `configure_destruction_damage`
- [x] `add_destruction_component`

### 18.4 Trigger System
- [x] `create_trigger_actor`
- [x] `configure_trigger_events`
- [x] `configure_trigger_filter`
- [x] `configure_trigger_response`

### 18.5 Utility
- [x] `get_interaction_info`

---

## Phase 19: Complete UI/UX System (Complete)

**Goal**: Full UMG widget authoring capabilities.

**Tool**: `manage_blueprint`

**Status**: All 65 actions fully implemented in TypeScript and C++.

### 19.1 Widget Creation
- [x] `create_widget_blueprint`
- [x] `set_widget_parent_class`

### 19.2 Layout Panels
- [x] `add_canvas_panel`
- [x] `add_horizontal_box`, `add_vertical_box`
- [x] `add_overlay`, `add_grid_panel`, `add_uniform_grid`
- [x] `add_wrap_box`, `add_scroll_box`
- [x] `add_size_box`, `add_scale_box`
- [x] `add_border`

### 19.3 Common Widgets
- [x] `add_text_block`, `add_rich_text_block`
- [x] `add_image`, `add_button`
- [x] `add_check_box`, `add_slider`
- [x] `add_progress_bar`
- [x] `add_text_input` (editable_text, editable_text_box)
- [x] `add_combo_box`, `add_spin_box`
- [x] `add_list_view`, `add_tree_view`

### 19.4 Layout & Styling
- [x] `set_anchor`, `set_alignment`
- [x] `set_position`, `set_size`
- [x] `set_padding`, `set_z_order`
- [x] `set_render_transform`, `set_clipping`
- [x] `set_visibility`, `set_style`

### 19.5 Bindings & Events
- [x] `create_property_binding`
- [x] `bind_text`, `bind_visibility`, `bind_color`, `bind_enabled`
- [x] `bind_on_clicked`, `bind_on_hovered`, `bind_on_value_changed`

### 19.6 Widget Animations
- [x] `create_widget_animation`
- [x] `add_animation_track` (transform, color, opacity, material)
- [x] `add_animation_keyframe`
- [x] `set_animation_loop`

### 19.7 UI Templates
- [x] `create_main_menu`, `create_pause_menu`
- [x] `create_settings_menu` (video, audio, controls, gameplay)
- [x] `create_loading_screen`
- [x] `create_hud_widget`
- [x] `add_health_bar`, `add_ammo_counter`, `add_minimap`
- [x] `add_crosshair`, `add_compass`
- [x] `add_interaction_prompt`, `add_objective_tracker`
- [x] `add_damage_indicator`
- [x] `create_inventory_ui`
- [x] `create_dialog_widget`, `create_radial_menu`

### 19.8 Utility
- [x] `get_widget_info`
- [x] `preview_widget`

---

## Phase 20: Networking & Multiplayer (Complete)

**Goal**: Complete networking and replication system.

**Tool**: `manage_networking`

**Status**: All 27 actions fully implemented in TypeScript and C++.

### 20.1 Replication
- [x] `set_property_replicated`
- [x] `set_replication_condition` (COND_None, COND_OwnerOnly, COND_SkipOwner, COND_SimulatedOnly, etc.)
- [x] `configure_net_update_frequency`
- [x] `configure_net_priority`
- [x] `set_net_dormancy`
- [x] `configure_replication_graph`

### 20.2 RPCs
- [x] `create_rpc_function` (Server, Client, NetMulticast)
- [x] `configure_rpc_validation`
- [x] `set_rpc_reliability`

### 20.3 Authority & Ownership
- [x] `set_owner`
- [x] `set_autonomous_proxy`
- [x] `check_has_authority`
- [x] `check_is_locally_controlled`

### 20.4 Network Relevancy
- [x] `configure_net_cull_distance`
- [x] `set_always_relevant`
- [x] `set_only_relevant_to_owner`

### 20.5 Net Serialization
- [x] `configure_net_serialization`
- [x] `set_replicated_using`
- [x] `configure_push_model`

### 20.6 Network Prediction
- [x] `configure_client_prediction`
- [x] `configure_server_correction`
- [x] `add_network_prediction_data`
- [x] `configure_movement_prediction`

### 20.7 Connection & Session
- [x] `configure_net_driver`
- [x] `set_net_role`
- [x] `configure_replicated_movement`

### 20.8 Utility
- [x] `get_networking_info`

---

## Phase 21: Game Framework (Complete)

**Goal**: Complete game mode and session management.

**Tool**: `manage_networking`

**Status**: All 20 actions fully implemented in TypeScript and C++.

### 21.1 Core Classes
- [x] `create_game_mode`
- [x] `create_game_state`
- [x] `create_player_controller`
- [x] `create_player_state`
- [x] `create_game_instance`
- [x] `create_hud_class`

### 21.2 Game Mode Configuration
- [x] `set_default_pawn_class`
- [x] `set_player_controller_class`
- [x] `set_game_state_class`
- [x] `set_player_state_class`
- [x] `configure_game_rules`

### 21.3 Match Flow
- [x] `setup_match_states` (waiting, warmup, in_progress, post_match)
- [x] `configure_round_system`
- [x] `configure_team_system`
- [x] `configure_scoring_system`
- [x] `configure_spawn_system`

### 21.4 Player Management
- [x] `configure_player_start`
- [x] `set_respawn_rules`
- [x] `configure_spectating`

### 21.5 Utility
- [x] `get_game_framework_info`

---

## Phase 22: Sessions & Local Multiplayer ✅

**Goal**: Session management and split-screen support.

**Tool**: `manage_networking`

### 22.1 Session Management (Local/LAN)
> **Note**: Online session management (matchmaking, lobbies) is in Phase 43 (Online Services). This section covers local/LAN sessions only.

- [x] `configure_local_session_settings`
- [x] `configure_session_interface`

### 22.2 Local Multiplayer
- [x] `configure_split_screen`
- [x] `set_split_screen_type` (horizontal, vertical, grid)
- [x] `add_local_player`
- [x] `remove_local_player`

### 22.3 LAN
- [x] `configure_lan_play`
- [x] `host_lan_server`
- [x] `join_lan_server`

### 22.4 Voice Chat
- [x] `enable_voice_chat`
- [x] `configure_voice_settings`
- [x] `set_voice_channel`
- [x] `mute_player`
- [x] `set_voice_attenuation`
- [x] `configure_push_to_talk`

### 22.5 Utility
- [x] `get_sessions_info`

---

## Phase 23: World & Level Structure ✅

**Goal**: Complete level and world management.

**Tool**: `manage_level_structure`

**Status**: All 17 actions fully implemented in TypeScript and C++.

### 23.1 Levels
- [x] `create_level`, `create_sublevel`
- [x] `configure_level_streaming`
- [x] `set_streaming_distance`
- [x] `configure_level_bounds`

### 23.2 World Partition (Expanded)
- [x] `enable_world_partition`
- [x] `configure_grid_size`
- [x] `create_data_layer`
- [x] `assign_actor_to_data_layer`
- [x] `configure_hlod_layer`
- [x] `create_minimap_volume`

### 23.3 Level Blueprint
- [x] `open_level_blueprint`
- [x] `add_level_blueprint_node`
- [x] `connect_level_blueprint_nodes`

### 23.4 Level Instances
- [x] `create_level_instance`
- [x] `create_packed_level_actor`

### 23.5 Utility
- [x] `get_level_structure_info`

---

## Phase 24: Volumes & Zones ✅

**Goal**: Complete volume and trigger system.

**Tool**: `manage_level_structure`

**Status**: All 19 actions fully implemented in TypeScript and C++.

### 24.1 Trigger Volumes
- [x] `create_trigger_volume`
- [x] `create_trigger_box`, `create_trigger_sphere`, `create_trigger_capsule`

### 24.2 Gameplay Volumes
- [x] `create_blocking_volume`
- [x] `create_kill_z_volume`
- [x] `create_pain_causing_volume`
- [x] `create_physics_volume`
- [x] `create_audio_volume`, `create_reverb_volume`
- [x] `create_cull_distance_volume`
- [x] `create_precomputed_visibility_volume`
- [x] `create_lightmass_importance_volume`
- [x] `create_nav_mesh_bounds_volume`
- [x] `create_nav_modifier_volume`
- [x] `create_camera_blocking_volume`

> **Note**: Post Process Volume configuration is in Phase 29.5 (Post Processing).

### 24.3 Volume Configuration
- [x] `set_volume_extent`
- [x] `set_volume_properties`

### 24.4 Utility
- [x] `get_volumes_info`

---

## Phase 25: Navigation System (Complete)

**Goal**: Complete navigation mesh and pathfinding.

**Tool**: `manage_ai`

### 25.1 NavMesh
- [x] `configure_nav_mesh_settings`
- [x] `set_nav_agent_properties` (radius, height, step_height)
- [x] `rebuild_navigation`

### 25.2 Nav Modifiers
- [x] `create_nav_modifier_component`
- [x] `set_nav_area_class`
- [x] `configure_nav_area_cost`

### 25.3 Nav Links
- [x] `create_nav_link_proxy`
- [x] `configure_nav_link` (start, end, direction, snap_radius)
- [x] `set_nav_link_type` (simple, smart)
- [x] `create_smart_link`
- [x] `configure_smart_link_behavior`

---

## Phase 26: Spline System (Complete)

**Goal**: Complete spline-based content creation.

**Tool**: `build_environment`

**Status**: All 22 actions fully implemented in TypeScript and C++.

### 26.1 Spline Creation
- [x] `create_spline_actor`
- [x] `add_spline_point`, `remove_spline_point`
- [x] `set_spline_point_position`
- [x] `set_spline_point_tangents`
- [x] `set_spline_point_rotation`, `set_spline_point_scale`
- [x] `set_spline_type` (linear, curve, constant, clamped_curve)

### 26.2 Spline Mesh
- [x] `create_spline_mesh_component`
- [x] `set_spline_mesh_asset`
- [x] `configure_spline_mesh_axis`
- [x] `set_spline_mesh_material`

### 26.3 Spline Mesh Array
- [x] `scatter_meshes_along_spline`
- [x] `configure_mesh_spacing`
- [x] `configure_mesh_randomization`

### 26.4 Quick Templates
- [x] `create_road_spline`
- [x] `create_river_spline`
- [x] `create_fence_spline`
- [x] `create_wall_spline`
- [x] `create_cable_spline`
- [x] `create_pipe_spline`

### 26.5 Utility
- [x] `get_splines_info`

---

## Phase 27: PCG Framework (Complete)

**Goal**: Complete procedural content generation.

**Tool**: `manage_pcg`

**Status**: All listed PCG graph, node, sampler, spawner, execution, and partition-grid actions are implemented in TypeScript and C++.

### 27.1 Graph Management
- [x] `create_pcg_graph`, `create_pcg_subgraph`
- [x] `add_pcg_node`
- [x] `connect_pcg_pins`
- [x] `set_pcg_node_settings`

### 27.2 Input Nodes
- [x] `add_landscape_data_node`
- [x] `add_spline_data_node`
- [x] `add_volume_data_node`
- [x] `add_actor_data_node`
- [x] `add_texture_data_node`

### 27.3 Point Operations
- [x] `add_surface_sampler`, `add_mesh_sampler`
- [x] `add_spline_sampler`, `add_volume_sampler`
- [x] `add_bounds_modifier`
- [x] `add_density_filter`, `add_height_filter`
- [x] `add_slope_filter`, `add_distance_filter`
- [x] `add_bounds_filter`, `add_self_pruning`
- [x] `add_transform_points`
- [x] `add_project_to_surface`
- [x] `add_copy_points`, `add_merge_points`

### 27.4 Spawning
- [x] `add_static_mesh_spawner`
- [x] `add_actor_spawner`
- [x] `add_spline_spawner`

### 27.5 Execution
- [x] `execute_pcg_graph`
- [x] `set_pcg_partition_grid_size`

---

## Phase 28: Environment Systems (Complete)

**Goal**: Complete environment (sky, weather, water).

**Tool**: `build_environment`

**Status**: All 42 listed actions fully implemented in TypeScript and C++.

### 28.1 Landscape (Expanded)
- [x] `create_landscape`
- [x] `import_heightmap`, `export_heightmap`
- [x] `sculpt_landscape` (raise, lower, smooth, flatten, erosion)
- [x] `paint_landscape_layer`
- [x] `create_landscape_layer_info`
- [x] `configure_landscape_material`
- [x] `create_landscape_grass_type`
- [x] `configure_landscape_splines`
- [x] `configure_landscape_lod`
- [x] `create_landscape_streaming_proxy`

### 28.2 Foliage (Expanded)
- [x] `create_foliage_type`
- [x] `configure_foliage_mesh`
- [x] `configure_foliage_placement` (density, scale, rotation, align)
- [x] `configure_foliage_lod`, `configure_foliage_collision`, `configure_foliage_culling`
- [x] `paint_foliage_instances`, `remove_foliage_instances`

### 28.3 Sky & Atmosphere
- [x] `configure_sky_atmosphere`
- [x] `configure_sky_light`
- [x] `configure_directional_light_atmosphere`
- [x] `configure_exponential_height_fog`
- [x] `configure_volumetric_cloud`
- [x] `create_sky_sphere`

### 28.4 Weather
- [x] `create_weather_system`
- [x] `configure_rain_particles`
- [x] `configure_snow_particles`
- [x] `configure_wind`
- [x] `configure_lightning`

### 28.5 Time of Day
- [x] `create_time_of_day_system`
- [x] `configure_sun_position`
- [x] `configure_light_color_curve`
- [x] `configure_sky_color_curve`

### 28.6 Water (Water Plugin)
- [x] `create_water_body_ocean`
- [x] `create_water_body_lake`
- [x] `create_water_body_river`
- [x] `create_water_body_custom`
- [x] `configure_water_waves`
- [x] `configure_water_material`
- [x] `configure_water_collision`
- [x] `create_buoyancy_component`

---

## Phase 29: Advanced Lighting & Rendering (Complete)

**Goal**: Complete lighting and post-processing.

**Tool**: `build_environment` exposes the Phase 29 rendering actions, with seeded `manage_asset` and `manage_level_structure` support for render targets and volumes. The native bridge routes the public `build_environment` actions through the internal `manage_render` domain.

**Status**: Complete and live-tested against a headless Unreal Editor project, including happy-path, adversarial, native MCP, and combined interactive scenarios.

### 29.1 Ray Tracing
- [x] `configure_ray_traced_shadows`
- [x] `configure_ray_traced_gi`
- [x] `configure_ray_traced_reflections`
- [x] `configure_ray_traced_ao`
- [x] `configure_path_tracing`

### 29.2 Light Channels
- [x] `set_light_channel`
- [x] `set_actor_light_channel`

### 29.3 Lightmass
- [x] `create_lightmass_volume`
- [x] `create_lightmass_importance_volume`
- [x] `configure_lightmass_settings`
- [x] `build_lighting_quality`
- [x] `configure_indirect_lighting_cache`

### 29.4 Reflections
- [x] `create_sphere_reflection_capture`
- [x] `create_box_reflection_capture`
- [x] `configure_capture_resolution`, `configure_capture_offset`
- [x] `recapture_scene`
- [x] `create_planar_reflection`
- [x] `configure_planar_reflection` (resolution, clip_plane)
- [x] `configure_ssr_settings`
- [x] `configure_lumen_reflection_settings`

### 29.5 Post Processing
- [x] `create_post_process_volume`
- [x] `add_post_process_volume`
- [x] `configure_pp_blend` (infinite_unbound, weight)
- [x] Color Grading: `set_pp_white_balance`, `set_pp_color_grading`, `set_pp_lut`, saturation, contrast, gamma, gain, offset
- [x] `configure_tonemapper`, `set_tonemapper_type`
- [x] Bloom: `configure_bloom`, `set_bloom_intensity`, `set_bloom_threshold`, `configure_lens_flare`
- [x] DOF: `configure_dof`, `set_dof_method`, `set_focal_distance`, `set_aperture`, `configure_bokeh`
- [x] Motion Blur: `configure_motion_blur`, `set_motion_blur_amount`, `set_motion_blur_max`
- [x] Exposure: `configure_exposure`, `set_exposure_method`, `set_exposure_compensation`, `set_exposure_min_max`
- [x] AO: `configure_ssao`, `configure_gtao`
- [x] Effects: `configure_vignette`, `configure_chromatic_aberration`, `configure_grain`, `configure_screen_percentage`

### 29.6 Scene Capture
- [x] `create_scene_capture_2d`, `create_scene_capture_cube`
- [x] `configure_capture_resolution`, `configure_capture_source`
- [x] `create_render_target`
- [x] `assign_render_target`
- [x] `capture_scene`

---

## Phase 30: Cinematics & Media

**Goal**: Complete sequencer and media capabilities.

**Tool**: `manage_sequence` expanded with planned movie-render and media actions.

**Status**: Baseline Level Sequence create/open/play/binding actions are complete in Phase 3. This phase tracks the expanded cinematic, Movie Render Queue, media, take-recorder, and replay surface.

### 30.1 Sequencer (Expanded)
- [ ] `create_master_sequence`
- [ ] `add_subsequence`
- [ ] `add_shot_track`, `configure_shot_settings`
- [ ] `create_cine_camera_actor`
- [ ] `configure_camera_settings` (filmback, lens, focus)
- [ ] `add_camera_cut_track`, `add_camera_shake_track`
- [ ] `configure_camera_rig_rail`, `configure_camera_rig_crane`
- [ ] Additional tracks: `add_fade_track`, `add_level_visibility_track`, `add_material_parameter_track`, `add_particle_track`, `add_skeletal_animation_track`, `add_transform_track`, `add_event_track`, `add_property_track`

### 30.2 Movie Render Queue
- [ ] `create_render_job`
- [ ] `configure_output_settings`
- [ ] `add_render_pass` (beauty, depth, normal, motion_vector, object_id, custom_stencil)
- [ ] `configure_anti_aliasing` (spatial, temporal)
- [ ] `configure_console_variables`
- [ ] `configure_burn_ins`
- [ ] `queue_render`, `start_render`

### 30.3 Media Framework
- [ ] `create_media_player`
- [ ] `create_media_source` (file, stream, platform)
- [ ] `create_media_texture`
- [ ] `create_media_sound_component`
- [ ] `create_media_playlist`
- [ ] `play_media`, `pause_media`, `seek_media`

### 30.4 Take Recorder
- [ ] `create_take_recorder_panel`
- [ ] `configure_take_sources`
- [ ] `start_recording`, `stop_recording`
- [ ] `configure_recorded_tracks`

### 30.5 Demo/Replay System
- [ ] `start_demo_recording`, `stop_demo_recording`
- [ ] `configure_demo_settings`
- [ ] `play_demo`, `pause_demo`, `seek_demo`
- [ ] `set_demo_playback_speed`
- [ ] `configure_killcam_duration`, `start_killcam`

---

> **Roadmap naming note**: In Phases 31-48, `manage_*` names are capability-family placeholders unless they already match one of the current 23 canonical public tools.

## Phase 31: Data & Persistence

**Goal**: Complete data management and save systems.

**Tools**: Planned data, save, gameplay-tag, and config capability families; current project-setting baseline lives on `system_control`.

**Status**: `get_project_settings` and `set_project_setting` are implemented. Data assets, save slots, gameplay tags, and expanded config hierarchy actions remain planned.

### 31.1 Data Assets
- [ ] `create_data_asset`, `create_primary_data_asset`
- [ ] `create_data_table`, `add_data_table_row`, `modify_data_table_row`, `delete_data_table_row`
- [ ] `import_data_table_csv`, `export_data_table_csv`
- [ ] `create_curve_table`, `create_curve_float`, `create_curve_linear_color`

### 31.2 Save System
- [ ] `create_save_game_class`
- [ ] `add_save_variable`
- [ ] `save_game_to_slot`, `load_game_from_slot`
- [ ] `delete_save_slot`, `check_save_slot_exists`
- [ ] `get_save_slot_names`
- [ ] `configure_async_save_load`

### 31.3 Gameplay Tags
- [ ] `create_gameplay_tag`
- [ ] `create_tag_container`
- [ ] `add_tag_to_container`, `remove_tag_from_container`
- [ ] `check_tag_match`
- [ ] `register_native_tag`
- [ ] `create_tag_table`

### 31.4 Config System
- [x] `get_project_settings`, `set_project_setting`
- [ ] `read_config_value`, `write_config_value`
- [ ] `get_section`, `create_config_section`
- [ ] `flush_config`, `reload_config`
- [ ] `get_config_hierarchy`

---

## Phase 32: Build & Deployment

**Goal**: Complete build pipeline and packaging.

**Tool**: `system_control` for current `run_ubt`; expanded build/deployment capability remains planned.

**Status**: Baseline UBT execution and asset validation are available. Cooking, packaging, platform signing, chunking, plugin management, and encryption/compression remain planned.

### 32.1 Build Pipeline
- [x] `run_ubt` (baseline)
- [ ] `run_ubt` (expanded)
- [ ] `generate_project_files`
- [ ] `compile_shaders`
- [ ] `cook_content` (platform)
- [ ] `package_project` (platform)
- [ ] `configure_build_settings`
- [ ] `create_build_target`

### 32.2 Platform Builds
- [ ] `configure_windows_build`
- [ ] `configure_linux_build`
- [ ] `configure_mac_build`
- [ ] `configure_ios_build`, `configure_ios_signing` (provisioning profile, bundle ID)
- [ ] `configure_android_build`, `configure_android_signing` (keystore, package name)

> **Note**: Console builds (PlayStation, Xbox, Switch) require external SDK installation and platform portal registration BEFORE the project can be opened. Once SDKs are installed, MCP can configure build settings within the project.

### 32.3 Asset Management
- [x] `validate_assets`
- [ ] `audit_assets`
- [ ] `size_map_analysis`
- [ ] `reference_viewer`
- [ ] `configure_chunking`
- [ ] `create_pak_file`
- [ ] `configure_asset_encryption`
- [ ] `configure_compression`

### 32.4 Plugins
- [ ] `list_plugins`
- [ ] `enable_plugin`, `disable_plugin`
- [ ] `get_plugin_status`
- [ ] `configure_plugin_settings`

---

## Phase 33: Testing & Quality

**Goal**: Complete testing and profiling infrastructure.

**Tools**: `system_control` for current baseline testing/profiling/validation; expanded test/profiling/validation actions are planned.

**Status**: `run_tests`, `validate_assets`, and the Phase 5 Unreal Insights trace workflow are implemented on `system_control`. The checklist below tracks the broader named action surface still planned unless marked complete.

### 33.1 Automation Testing
- [x] `run_tests`
- [ ] `create_functional_test`
- [ ] `create_automation_test`
- [ ] `run_automation_tests`
- [ ] `get_test_results`
- [ ] `create_test_level`
- [ ] `configure_test_settings`
- [ ] `run_gauntlet_test`

### 33.2 Profiling
- [x] `start_session`
- [x] `start_unreal_insights`
- [x] `capture_insights_trace`
- [x] `get_trace_status`
- [x] `pause_session`
- [x] `resume_session`
- [x] `stop_session`
- [x] `write_snapshot`
- [x] `send_snapshot`
- [x] `analyze_trace`
- [ ] `start_memory_report`
- [ ] `start_network_profiler`
- [ ] `enable_visual_logger`
- [ ] `add_visual_log_entry`
- [ ] `enable_gameplay_debugger`
- [ ] `configure_stat_commands`

### 33.3 Validation
- [x] `validate_assets`
- [ ] `create_asset_validator`
- [ ] `run_data_validation`
- [ ] `check_for_errors`
- [ ] `fix_redirectors`
- [ ] `check_map_errors`
- [ ] `validate_blueprints`

---

## Phase 34: Editor Utilities

**Goal**: Complete editor automation.

**Tools**: Various editor management tools

### 34.1 Editor Modes
- [ ] `set_editor_mode` (place, paint, landscape, foliage, mesh_paint)
- [ ] `configure_editor_preferences`
- [ ] `set_grid_settings`, `set_snap_settings`
- [ ] `manage_editor_layouts`
- [ ] `create_custom_editor_mode`

### 34.2 Content Browser
- [ ] `set_view_settings`
- [ ] `navigate_to_path`
- [ ] `sync_to_asset`
- [ ] `create_collection`, `add_to_collection`
- [ ] `set_asset_color`
- [ ] `show_in_explorer`

### 34.3 Selection
- [ ] `select_actor`
- [ ] `select_actors_by_class`
- [ ] `select_actors_by_tag`
- [ ] `select_actors_in_volume`
- [ ] `deselect_all`
- [ ] `get_selected_actors`
- [ ] `group_actors`, `ungroup_actors`

### 34.4 Collision
- [ ] `create_collision_channel`
- [ ] `create_collision_profile`
- [ ] `configure_channel_responses`
- [ ] `configure_object_type`
- [ ] `configure_trace_channel`
- [ ] `set_actor_collision_profile`
- [ ] `set_component_collision_profile`

### 34.5 Physics Materials
- [ ] `create_physical_material`
- [ ] `set_friction`, `set_restitution`, `set_density`
- [ ] `configure_surface_type`
- [ ] `assign_physical_material`

### 34.6 Subsystems
- [ ] `create_game_instance_subsystem`
- [ ] `create_world_subsystem`
- [ ] `create_local_player_subsystem`
- [ ] `create_engine_subsystem`
- [ ] `configure_subsystem_tick`

### 34.7 Async & Timers
- [ ] `set_timer`, `clear_timer`, `pause_timer`
- [ ] `create_latent_action`
- [ ] `create_async_action`
- [ ] `create_gameplay_task`
- [ ] `configure_task_priority`

### 34.8 Delegates & Interfaces
- [ ] `create_event_dispatcher`
- [ ] `bind_to_event`, `unbind_from_event`
- [ ] `broadcast_event`
- [ ] `create_delegate`, `bind_delegate`
- [ ] `create_blueprint_interface`
- [ ] `add_interface_function`
- [ ] `implement_interface`
- [ ] `call_interface_function`

---

## Phase 35: Additional Gameplay Systems

**Goal**: Common gameplay patterns and systems.

**Status**: Mostly planned. HLOD layer creation/configuration is already seeded through `manage_level_structure.configure_hlod_layer`.

### 35.1 Targeting System
- [ ] `create_targeting_component`
- [ ] `configure_lock_on_target`
- [ ] `set_target_priority`
- [ ] `configure_target_switching`
- [ ] `configure_soft_lock`
- [ ] `configure_aim_assist`

### 35.2 Checkpoint System
- [ ] `create_checkpoint_actor`
- [ ] `configure_checkpoint_data`
- [ ] `save_checkpoint`, `load_checkpoint`
- [ ] `configure_checkpoint_respawn`

### 35.3 Objective System
- [ ] `create_objective`
- [ ] `set_objective_state` (locked, active, completed, failed)
- [ ] `configure_objective_markers`
- [ ] `create_objective_tracker_widget`
- [ ] `configure_objective_progression`

### 35.4 World Markers/Ping System
- [ ] `create_world_marker`
- [ ] `create_ping_system`
- [ ] `configure_marker_widget`
- [ ] `configure_marker_3d_2d`
- [ ] `configure_marker_distance`
- [ ] `configure_marker_occlusion`

### 35.5 Photo Mode
- [ ] `enable_photo_mode`
- [ ] `configure_photo_mode_camera`
- [ ] `configure_photo_mode_filters`
- [ ] `configure_photo_mode_poses`
- [ ] `take_photo_mode_screenshot`
- [ ] `configure_photo_mode_ui`

### 35.6 Quest/Dialogue System
- [ ] `create_quest_data_asset`
- [ ] `create_quest_manager`
- [ ] `start_quest`, `complete_quest_objective`, `track_quest`
- [ ] `create_dialogue_tree`
- [ ] `add_dialogue_node`, `add_dialogue_choice`
- [ ] `configure_dialogue_conditions`
- [ ] `play_dialogue`

### 35.7 Instancing & HLOD
- [ ] `create_instanced_static_mesh_component`
- [ ] `create_hierarchical_instanced_static_mesh`
- [ ] `add_instance`, `remove_instance`, `update_instance_transform`
- [ ] `configure_instance_culling`, `configure_instance_lod`
- [x] `configure_hlod_layer` (creates and configures HLOD layer assets)
- [ ] `configure_hlod_settings`
- [ ] `add_actors_to_hlod`, `build_hlod`
- [ ] `configure_hlod_transition`

### 35.8 Localization
- [ ] `create_string_table`
- [ ] `add_string_entry`
- [ ] `configure_localization_target`
- [ ] `import_localization`, `export_localization`
- [ ] `set_culture`
- [ ] `get_localized_string`

### 35.9 Scalability
- [ ] `create_device_profile`
- [ ] `configure_scalability_group`
- [ ] `set_cvar_for_profile`
- [ ] `configure_platform_settings`
- [ ] `set_quality_level`

---

# Plugin Integration Phases

---

## Phase 36: Character & Avatar Plugins

### 36.1 MetaHuman
- [ ] `import_metahuman`, `list_available_metahumans`, `spawn_metahuman_actor`
- [ ] `configure_metahuman_component`, `set_lod_settings`, `configure_body_type`
- [ ] Face: `get_face_parameters`, `set_face_parameter`, `set_skin_tone`, `set_eye_color`, `set_hair_style`, `set_hair_color`, `set_eyebrow_style`, `set_teeth_configuration`, `set_makeup`
- [ ] Body: `set_body_proportions`, `set_body_type`, `set_height`
- [ ] DNA/Rig: `export_metahuman_dna`, `create_custom_rig_logic`, `configure_control_rig_for_metahuman`
- [ ] LOD: `configure_metahuman_lod_bias`, `enable_disable_features_for_performance`

### 36.2 Ready Player Me
- [ ] `load_avatar_from_url`, `load_avatar_from_glb`
- [ ] `configure_avatar_component`
- [ ] `setup_avatar_skeleton_mapping`
- [ ] `apply_avatar_to_character`
- [ ] `configure_avatar_lod`

### 36.3 Mutable (Character Customization)
- [ ] `create_customizable_object`, `add_component_mesh`, `add_component_parameter`
- [ ] `create_customizable_instance`
- [ ] `set_int_parameter`, `set_float_parameter`, `set_color_parameter`, `set_projector_parameter`
- [ ] `update_skeletal_mesh`
- [ ] `bake_customizable_instance`, `configure_bake_settings`

### 36.4 Groom/Hair System
- [ ] `create_groom_asset`, `import_groom` (alembic, cache), `configure_groom_lod`
- [ ] `create_groom_binding`, `bind_groom_to_skeletal_mesh`
- [ ] `configure_hair_simulation`, `set_hair_stiffness`, `set_hair_damping`, `configure_hair_collision`
- [ ] `configure_hair_material`, `set_hair_color`, `set_hair_roughness`

---

## Phase 37: Asset & Content Plugins

### 37.1 Quixel Bridge / Megascans / Fab
- [ ] `connect_to_bridge`, `list_bridge_assets`, `list_downloaded_assets`
- [ ] `import_megascan_surface`, `import_megascan_3d_asset`, `import_megascan_3d_plant`, `import_megascan_decal`, `import_megascan_atlas`, `import_megascan_brush`
- [ ] `configure_import_settings`, `set_lod_generation`, `set_material_blend_mode`, `configure_nanite_import`, `configure_virtual_texture`
- [ ] `search_megascan_library`, `filter_by_category`, `filter_by_biome`, `download_asset`
- [ ] Fab: `browse_fab_assets`, `download_fab_asset`, `import_fab_asset`

### 37.2 Interchange Framework
- [ ] `create_interchange_pipeline`, `add_pipeline_step`, `configure_pipeline_settings`
- [ ] `register_custom_translator`, `configure_translator_settings`
- [ ] `import_with_interchange`, `configure_import_asset_type`, `set_reimport_strategy`
- [ ] `import_fbx_interchange`, `import_gltf_interchange`, `import_usd_interchange`, `import_obj_interchange`

### 37.3 USD
- [ ] Stage: `create_usd_stage`, `open_usd_stage`, `save_usd_stage`, `close_usd_stage`
- [ ] Prims: `create_usd_prim`, `set_prim_transform`, `set_prim_attribute`, `add_prim_reference`, `add_prim_payload`
- [ ] Layers: `create_usd_layer`, `add_sublayer`, `set_edit_target`, `mute_layer`
- [ ] Export: `export_level_to_usd`, `export_actors_to_usd`, `configure_usd_export_options`
- [ ] Import: `import_usd_to_level`, `configure_usd_import_options`, `import_usd_animations`
- [ ] Live: `enable_usd_live_edit`, `configure_usd_sync`

### 37.4 Alembic
- [ ] `import_alembic_file`, `configure_alembic_import` (geometry, groom, animation)
- [ ] `set_alembic_sampling`, `set_alembic_frame_range`
- [ ] `create_geometry_cache_track`, `configure_cache_playback`
- [ ] `import_alembic_groom`, `bind_groom_to_mesh`

### 37.5 glTF
- [ ] `import_gltf`, `import_glb`, `configure_gltf_import_options`, `set_gltf_material_import`
- [ ] `export_to_gltf`, `export_to_glb`, `configure_gltf_export_options`, `set_draco_compression`

### 37.6 Substance Plugin
- [ ] `import_sbsar_file`, `create_substance_graph_instance`
- [ ] `get_substance_parameters`, `set_substance_parameter`, `randomize_substance_seed`
- [ ] `render_substance_textures`, `configure_output_size`, `export_substance_outputs`
- [ ] `create_material_from_substance`, `update_substance_material`

### 37.7 Houdini Engine
- [ ] `import_hda`, `instantiate_hda`, `list_hda_parameters`
- [ ] Parameters: `set_hda_float_parameter`, `set_hda_int_parameter`, `set_hda_string_parameter`, `set_hda_toggle_parameter`, `set_hda_ramp_parameter`
- [ ] Input: `set_hda_geometry_input`, `set_hda_curve_input`, `set_hda_world_input`
- [ ] Cooking: `cook_hda`, `recook_hda`, `configure_cook_options`
- [ ] Output: `get_hda_output_meshes`, `get_hda_output_instances`, `bake_hda_to_actors`, `bake_hda_to_blueprint`
- [ ] Sessions: `start_houdini_session`, `stop_houdini_session`, `configure_session_type`

### 37.8 SpeedTree
- [ ] `import_speedtree_model`, `configure_speedtree_import`
- [ ] `configure_speedtree_wind`, `set_wind_parameters`
- [ ] `configure_speedtree_lod`, `set_billboard_settings`
- [ ] `configure_speedtree_material`, `set_subsurface_color`

### 37.9 Datasmith/CAD
- [ ] `import_datasmith_file`, `configure_datasmith_options`
- [ ] `import_cad_file`, `configure_tessellation`
- [ ] `import_revit`, `import_sketchup`

---

## Phase 38: Audio Middleware Plugins

### 38.1 Wwise
- [ ] Project: `connect_wwise_project`, `refresh_wwise_project`, `generate_sound_banks`
- [ ] Events: `list_wwise_events`, `post_wwise_event`, `post_wwise_event_at_location`, `post_wwise_event_attached`, `stop_wwise_event`
- [ ] Game Syncs: `set_rtpc_value`, `set_wwise_switch`, `set_wwise_state`, `post_wwise_trigger`
- [ ] Spatial: `create_ak_spatial_audio_volume`, `configure_room`, `configure_portal`, `set_room_reverb`, `configure_geometry`
- [ ] Components: `add_ak_component`, `configure_ak_component`, `set_ak_listener`
- [ ] Environment: `set_ak_environment`, `add_ak_reverb_volume`
- [ ] Banks: `load_soundbank`, `unload_soundbank`, `configure_auto_load`
- [ ] Profiling: `start_wwise_profiler_capture`, `stop_wwise_profiler_capture`

### 38.2 FMOD
- [ ] Project: `connect_fmod_project`, `refresh_fmod_banks`
- [ ] Events: `list_fmod_events`, `play_fmod_event`, `play_fmod_event_at_location`, `play_fmod_event_attached`, `stop_fmod_event`, `stop_all_fmod_events`
- [ ] Parameters: `set_fmod_global_parameter`, `set_fmod_event_parameter`, `get_fmod_parameter_value`
- [ ] Snapshots: `start_fmod_snapshot`, `stop_fmod_snapshot`
- [ ] Buses: `set_fmod_bus_volume`, `set_fmod_bus_paused`, `set_fmod_bus_muted`, `set_fmod_vca_volume`
- [ ] Banks: `load_fmod_bank`, `unload_fmod_bank`, `get_bank_loading_state`
- [ ] Components: `add_fmod_audio_component`, `configure_fmod_component`

### 38.3 Bink Video
- [ ] `create_bink_media_player`, `open_bink_video`
- [ ] `play_bink`, `pause_bink`, `stop_bink`, `seek_bink`
- [ ] `set_bink_loop`, `set_bink_audio_tracks`, `configure_bink_texture`

---

## Phase 39: Motion Capture & Live Link Plugins

### 39.1 Live Link (Core)
- [ ] Sources: `add_livelink_source`, `remove_livelink_source`, `list_livelink_sources`, `configure_livelink_source`
- [ ] Presets: `create_livelink_preset`, `apply_livelink_preset`, `save_livelink_preset`
- [ ] Subjects: `list_livelink_subjects`, `get_subject_data`, `set_subject_enabled`, `configure_subject_settings`
- [ ] Roles: `set_livelink_role`, `configure_role_mapping`
- [ ] Retargeting: `create_livelink_retarget_asset`, `configure_retarget_bones`
- [ ] Timecode: `configure_livelink_timecode`, `synchronize_livelink_sources`

### 39.2 Live Link Face (iOS)
- [ ] `configure_livelink_face_source`, `set_face_source_ip`
- [ ] `configure_arkit_blendshape_mapping`, `map_blendshape_to_morph`
- [ ] `configure_head_rotation_mapping`, `configure_eye_tracking_mapping`
- [ ] `set_neutral_pose`, `configure_sensitivity_multiplier`

### 39.3 OptiTrack (Motive)
- [ ] `connect_optitrack_server`, `configure_optitrack_settings`
- [ ] `set_bone_naming_convention`, `configure_skeleton_mapping`, `configure_rigid_body_tracking`
- [ ] `list_optitrack_skeletons`, `list_optitrack_rigid_bodies`, `assign_optitrack_to_actor`

### 39.4 Vicon
- [ ] `connect_vicon_datastream`, `configure_vicon_settings`
- [ ] `list_vicon_subjects`, `get_vicon_subject_data`, `configure_vicon_retargeting`

### 39.5 Rokoko
- [ ] `connect_rokoko_studio`, `configure_rokoko_settings`
- [ ] `list_rokoko_actors`, `assign_rokoko_to_character`, `configure_rokoko_mapping`
- [ ] Props: `list_rokoko_props`, `assign_rokoko_prop`
- [ ] Face: `configure_rokoko_face`, `map_rokoko_blendshapes`

### 39.6 Xsens MVN
- [ ] `connect_xsens_mvn`, `configure_xsens_streaming`, `map_xsens_skeleton`, `assign_xsens_to_character`

---

## Phase 40: Virtual Production Plugins

### 40.1 nDisplay
- [ ] Cluster: `create_ndisplay_config`, `add_cluster_node`, `configure_cluster_node`, `set_primary_node`
- [ ] Viewports: `create_viewport`, `configure_viewport_region`, `set_viewport_camera`, `configure_viewport_projection`
- [ ] Projection: `set_projection_policy`, `configure_projection_mesh`, `configure_projection_frustum`, `import_mpcdi_file`
- [ ] ICVFX: `create_icvfx_camera`, `configure_inner_frustum`, `configure_outer_region`, `set_chromakey_color`, `configure_distortion_correction`
- [ ] Sync: `configure_genlock`, `configure_frame_sync`, `set_swap_sync_policy`
- [ ] Color: `configure_per_viewport_color_grading`, `set_viewport_ocio_config`
- [ ] Stage: `create_stage_actor`, `configure_stage_geometry`, `configure_light_cards`
- [ ] Runtime: `switch_ndisplay_config`, `set_viewport_enabled`

### 40.2 Composure
- [ ] `create_composure_actor`, `add_composure_layer`, `configure_layer_blend`
- [ ] Elements: `add_cg_layer`, `add_media_layer`, `add_transform_pass`, `add_compositing_pass`
- [ ] Keying: `add_chroma_keyer`, `configure_chroma_key_color`, `configure_key_settings`
- [ ] Transform: `configure_layer_transform`, `add_distortion_correction`
- [ ] Output: `configure_composure_output`, `set_output_resolution`, `enable_output_to_render_target`

### 40.3 OpenColorIO (OCIO)
- [ ] `load_ocio_config`, `set_active_ocio_config`, `list_color_spaces`, `list_displays`, `list_views`
- [ ] `set_working_color_space`, `configure_viewport_display_transform`, `add_color_transform_to_viewport`
- [ ] `set_texture_color_space`, `configure_material_color_space`

### 40.4 Remote Control
- [ ] Presets: `create_remote_control_preset`, `add_property_to_preset`, `add_function_to_preset`, `expose_actor_properties`, `expose_blueprint_functions`
- [ ] Groups: `create_preset_group`, `add_property_to_group`
- [ ] Web: `start_web_remote_control_server`, `configure_web_server`, `set_cors_settings`
- [ ] API: `register_custom_route`, `configure_api_permissions`
- [ ] Bindings: `create_remote_control_binding`, `bind_to_protocol`

### 40.5 DMX
- [ ] Library: `create_dmx_library`, `add_dmx_universe`, `configure_universe_settings`
- [ ] Fixtures: `add_dmx_fixture_type`, `configure_fixture_modes`, `add_fixture_function`, `add_dmx_fixture_patch`
- [ ] Ports: `create_dmx_input_port`, `create_dmx_output_port`, `configure_port_protocol`, `set_port_ip_address`
- [ ] Components: `add_dmx_component`, `configure_dmx_receive`, `configure_dmx_transmit`
- [ ] GDTF/MVR: `import_gdtf_fixture`, `configure_gdtf_settings`, `import_mvr_scene`, `export_mvr_scene`

### 40.6 OSC
- [ ] Server: `create_osc_server`, `set_osc_server_port`, `start_osc_server`, `stop_osc_server`
- [ ] Client: `create_osc_client`, `set_osc_client_target`
- [ ] Messages: `send_osc_message`, `send_osc_bundle`, `register_osc_address_handler`
- [ ] Binding: `bind_osc_to_property`, `bind_osc_to_function`

### 40.7 MIDI
- [ ] Devices: `list_midi_devices`, `open_midi_input`, `open_midi_output`, `close_midi_device`
- [ ] Messages: `send_midi_note_on`, `send_midi_note_off`, `send_midi_control_change`, `send_midi_program_change`, `send_midi_pitch_bend`
- [ ] Events: `register_midi_note_handler`, `register_midi_cc_handler`
- [ ] Binding: `bind_midi_to_property`, `bind_midi_cc_to_float`

### 40.8 Timecode
- [ ] `set_timecode_provider`, `configure_timecode_framerate`
- [ ] `configure_genlock_source`, `set_custom_timecode`, `configure_timecode_offset`
- [ ] `configure_ltc_input`, `configure_ltc_output`

---

## Phase 41: XR Plugins (VR/AR/MR)

### 41.1 OpenXR
- [ ] System: `get_openxr_runtime_name`, `configure_openxr_settings`
- [ ] Tracking: `configure_tracking_origin`, `get_hmd_transform`, `get_controller_transform`, `configure_hand_tracking`
- [ ] Actions: `create_openxr_action_set`, `add_openxr_action`, `bind_action_to_controller`, `configure_action_binding`
- [ ] Extensions: `enable_openxr_extension`, `configure_passthrough`, `configure_hand_mesh`
- [ ] Haptics: `trigger_haptic_feedback`, `configure_haptic_settings`

### 41.2 Meta Quest
- [ ] Platform: `configure_quest_settings`, `set_cpu_gpu_level`, `configure_foveated_rendering`, `configure_compositor_layers`
- [ ] Passthrough: `enable_passthrough`, `configure_passthrough_style`, `create_passthrough_layer`
- [ ] Anchors: `create_spatial_anchor`, `save_spatial_anchor`, `load_spatial_anchors`, `share_spatial_anchor`
- [ ] Scene: `enable_scene_capture`, `get_room_layout`, `get_scene_planes`, `get_scene_volumes`
- [ ] Hand: `enable_quest_hand_tracking`, `get_hand_skeleton`, `get_hand_gestures`, `configure_hand_mesh`
- [ ] Body: `enable_quest_body_tracking`, `get_body_skeleton`
- [ ] Face: `enable_quest_face_tracking`, `get_face_expressions`
- [ ] Eye: `enable_quest_eye_tracking`, `get_eye_gaze`

### 41.3 SteamVR
- [ ] System: `configure_steamvr_settings`, `get_steamvr_runtime_version`
- [ ] Chaperone: `configure_chaperone_bounds`, `get_chaperone_bounds`, `set_chaperone_color`
- [ ] Controllers: `configure_controller_bindings`, `get_controller_model`
- [ ] Overlays: `create_steamvr_overlay`, `set_overlay_transform`, `set_overlay_texture`
- [ ] Skeletal: `configure_skeletal_tracking`, `get_skeletal_data`

### 41.4 Apple ARKit
- [ ] Session: `configure_arkit_session`, `start_arkit_session`, `pause_arkit_session`
- [ ] Tracking: `configure_world_tracking`, `configure_image_tracking`, `configure_object_tracking`, `configure_body_tracking`, `configure_face_tracking`
- [ ] Anchors: `get_tracked_planes`, `create_arkit_anchor`, `get_tracked_images`, `get_tracked_objects`
- [ ] Occlusion: `enable_people_occlusion`, `enable_scene_depth`, `configure_lidar_meshing`
- [ ] Environment: `capture_environment_probe`, `get_light_estimation`
- [ ] Face: `get_face_geometry`, `get_face_blendshapes`, `get_eye_tracking`

### 41.5 Google ARCore
- [ ] Session: `configure_arcore_session`, `check_arcore_availability`
- [ ] Tracking: `configure_arcore_world_tracking`, `configure_arcore_image_tracking`, `configure_arcore_face_tracking`
- [ ] Planes: `get_arcore_planes`, `configure_plane_detection`
- [ ] Depth: `enable_arcore_depth`, `get_depth_image`
- [ ] Cloud: `host_cloud_anchor`, `resolve_cloud_anchor`
- [ ] Geospatial: `enable_geospatial`, `get_geospatial_pose`, `create_geospatial_anchor`

### 41.6 Varjo
- [ ] `configure_varjo_settings`, `set_varjo_foveated_rendering`
- [ ] MR: `enable_varjo_video_passthrough`, `configure_passthrough_blend`, `configure_depth_test`
- [ ] Eye: `enable_varjo_eye_tracking`, `get_eye_gaze_data`, `configure_gaze_data_output`

### 41.7 HoloLens
- [ ] `configure_hololens_settings`, `set_holographic_remoting`
- [ ] Spatial: `configure_spatial_mapping`, `get_spatial_mesh`, `create_spatial_anchor`
- [ ] QR: `enable_qr_tracking`, `get_tracked_qr_codes`
- [ ] Hand: `configure_hand_tracking`, `get_hand_joint_data`, `configure_hand_mesh`
- [ ] Voice: `register_voice_command`, `configure_voice_recognition`

---

## Phase 42: AI & NPC Plugins

### 42.1 Convai
- [ ] Characters: `create_convai_character`, `configure_character_backstory`, `set_character_personality`
- [ ] Conversation: `start_conversation`, `send_text_to_character`, `send_voice_to_character`, `get_character_response`
- [ ] Actions: `configure_character_actions`, `trigger_character_action`
- [ ] Lip Sync: `configure_convai_lipsync`, `map_visemes_to_morphs`

### 42.2 Inworld AI
- [ ] Characters: `create_inworld_character`, `configure_character_brain`, `set_character_goals`
- [ ] Integration: `connect_inworld_service`, `configure_inworld_settings`
- [ ] Conversation: `start_inworld_session`, `send_player_message`, `receive_character_response`
- [ ] Emotions: `get_character_emotion`, `configure_emotion_response`

### 42.3 NVIDIA ACE
- [ ] `configure_audio2face`
- [ ] `process_audio_to_blendshapes`
- [ ] `stream_audio_to_face`
- [ ] `configure_blendshape_mapping`
- [ ] `set_emotion_weights`

---

## Phase 43: Online Services Plugins

### 43.1 Online Subsystem (Core)
- [ ] `get_online_subsystem`, `configure_default_subsystem`
- [ ] Identity: `login`, `logout`, `get_player_nickname`, `get_unique_net_id`
- [ ] Sessions: `create_session`, `find_sessions`, `join_session`, `destroy_session`, `register_player`, `unregister_player`, `get_session_state`
- [ ] Friends: `get_friends_list`, `send_friend_invite`, `accept_friend_invite`, `get_friend_presence`
- [ ] Achievements: `get_achievements`, `unlock_achievement`, `get_achievement_progress`, `write_achievement_progress`
- [ ] Leaderboards: `read_leaderboard`, `write_leaderboard`, `get_leaderboard_entries`
- [ ] Stats: `read_stats`, `write_stats`
- [ ] Voice: `configure_voice_chat`, `mute_player`, `set_voice_volume`

### 43.2 Epic Online Services (EOS)
- [ ] Platform: `initialize_eos`, `configure_eos_settings`
- [ ] Auth: `login_eos`, `link_account`, `get_eos_product_user_id`, `login_with_connect`, `create_device_id`
- [ ] Lobby: `create_eos_lobby`, `find_eos_lobbies`, `join_eos_lobby`, `leave_eos_lobby`, `update_lobby_attributes`
- [ ] P2P: `configure_p2p`, `create_socket`, `send_p2p_message`, `receive_p2p_message`
- [ ] Voice: `join_eos_voice_room`, `leave_eos_voice_room`, `mute_eos_player`
- [ ] Achievements: `define_eos_achievements`, `unlock_eos_achievement`, `get_player_achievements`
- [ ] Stats: `ingest_eos_stat`, `query_player_stats`
- [ ] Leaderboards: `query_eos_leaderboard`, `submit_leaderboard_score`
- [ ] Storage: `write_player_storage`, `read_player_storage`, `delete_player_storage`, `query_title_storage`, `read_title_storage_file`
- [ ] Anti-Cheat: `configure_eos_anti_cheat`, `start_anti_cheat_session`

### 43.3 Steam
- [ ] Auth: `login_steam`, `get_steam_id`, `get_persona_name`
- [ ] Friends: `get_steam_friends`, `get_friend_avatar`, `get_friend_game_info`
- [ ] Achievements: `set_steam_achievement`, `clear_steam_achievement`, `indicate_achievement_progress`, `store_stats`
- [ ] Leaderboards: `find_steam_leaderboard`, `upload_leaderboard_score`, `download_leaderboard_entries`
- [ ] Workshop: `create_workshop_item`, `update_workshop_item`, `subscribe_workshop_item`, `get_subscribed_items`
- [ ] Cloud: `write_steam_cloud_file`, `read_steam_cloud_file`, `delete_steam_cloud_file`
- [ ] Rich Presence: `set_steam_rich_presence`, `clear_steam_rich_presence`
- [ ] Overlay: `activate_steam_overlay`, `activate_overlay_to_store`, `activate_overlay_to_user`
- [ ] Input: `configure_steam_input`, `get_steam_controller_state`
- [ ] Networking: `configure_steam_networking`, `send_steam_p2p_packet`

### 43.4 PlayStation Network (Requires External SDK)

> **Prerequisites**: PSN SDK must be installed and configured via PlayStation Partners portal BEFORE MCP can interact with these APIs. MCP can only configure/use these once the SDK is available in the project.

- [ ] `configure_psn_settings` (assumes SDK already installed)
- [ ] `login_psn`, `get_psn_user_id`
- [ ] `unlock_trophy`, `get_trophy_pack_info`
- [ ] `start_activity`, `end_activity`
- [ ] `create_player_session`, `join_player_session`
- [ ] `configure_psn_voice`

### 43.5 Xbox Live (Requires External SDK)

> **Prerequisites**: GDK must be installed and project registered in Partner Center BEFORE MCP can interact with these APIs.

- [ ] `configure_xbox_settings` (assumes GDK already installed)
- [ ] `login_xbox`, `get_xbox_user_id`, `get_gamertag`
- [ ] `unlock_xbox_achievement`, `get_achievement_status`
- [ ] `set_xbox_presence`, `get_friend_presence`
- [ ] `create_xbox_session`, `join_xbox_session`
- [ ] `write_connected_storage`, `read_connected_storage`

### 43.6 Nintendo Switch (Requires External SDK)

> **Prerequisites**: Nintendo SDK must be installed and project registered in Nintendo Developer Portal BEFORE MCP can interact with these APIs.

- [ ] `configure_switch_settings` (assumes SDK already installed)
- [ ] `get_switch_user`, `open_account_selector`
- [ ] `configure_nso`, `set_play_report`
- [ ] `configure_joycon`, `configure_hd_rumble`

---

## Phase 44: Streaming & Distribution Plugins

### 44.1 Pixel Streaming
- [ ] Server: `enable_pixel_streaming`, `configure_pixel_streaming_settings`
- [ ] Encoder: `set_encoder_type`, `set_target_bitrate`, `set_max_framerate`, `set_resolution`, `configure_quality_settings`
- [ ] Signaling: `configure_signaling_server`, `set_stun_server`, `set_turn_server`
- [ ] Input: `configure_input_handling`, `set_input_type`, `configure_touch_controller`
- [ ] Streaming: `start_streaming`, `stop_streaming`, `force_keyframe`
- [ ] Multi-Stream: `configure_multi_user`, `set_matchmaker_url`, `configure_sfu_connection`

### 44.2 Media Streaming
- [ ] RTSP: `create_rtsp_source`, `configure_rtsp_stream`
- [ ] NDI: `create_ndi_source`, `create_ndi_output`, `configure_ndi_settings`
- [ ] SRT: `create_srt_source`, `create_srt_output`, `configure_srt_settings`
- [ ] Blackmagic: `list_blackmagic_devices`, `create_blackmagic_input`, `create_blackmagic_output`, `configure_blackmagic_settings`
- [ ] AJA: `list_aja_devices`, `create_aja_input`, `create_aja_output`, `configure_aja_settings`

---

## Phase 45: Utility Plugins

**Status**: Baseline Python execution is implemented through `system_control.execute_python`. The rest of this phase remains planned plugin-specific utility expansion.

### 45.1 Python Scripting
- [x] `execute_python` (inline code and file execution)
- [ ] `execute_python_script`, `execute_python_string`, `execute_python_file`
- [ ] `configure_python_paths`, `install_python_package`, `list_python_packages`
- [ ] `create_python_editor_utility`, `register_python_command`, `unregister_python_command`

### 45.2 Editor Scripting Utilities
- [ ] `create_editor_utility_widget`, `create_editor_utility_blueprint`, `create_asset_action`, `run_editor_utility`
- [ ] `create_editor_mode`, `register_editor_mode`, `configure_mode_toolkit`
- [ ] Menus: `add_menu_entry`, `add_toolbar_button`, `create_submenu`, `register_context_menu`
- [ ] Commands: `register_editor_command`, `bind_command_to_action`, `execute_editor_command`

### 45.3 Modeling Tools Editor Mode
- [ ] `activate_modeling_tool`, `deactivate_modeling_tool`
- [ ] PolyEdit: `select_mesh_elements`, `transform_selection`, `extrude_selection`, `inset_selection`, `bevel_selection`, `bridge_edges`, `fill_hole`, `weld_edges`, `split_edges`, `triangulate`, `flip_normals`
- [ ] Sculpt: `set_sculpt_brush`, `set_brush_size`, `set_brush_strength`, `set_brush_falloff`, `sculpt_stroke`
- [ ] Deform: `apply_lattice_deform`, `apply_bend_deform`, `apply_twist_deform`
- [ ] UV: `open_uv_editor`, `select_uv_islands`, `transform_uvs`, `pack_uvs`, `unwrap_uvs`
- [ ] Mesh Ops: `simplify_mesh_tool`, `remesh_tool`, `boolean_tool`, `merge_meshes_tool`, `separate_meshes_tool`

### 45.4 Common UI Plugin
- [ ] `configure_ui_input_config`, `set_input_mode`, `configure_analog_cursor`
- [ ] `create_common_activatable_widget`, `create_common_button_base`, `create_common_tab_list`, `create_common_action_widget`
- [ ] `configure_navigation_rules`, `set_focus_widget`, `configure_back_action`
- [ ] `register_ui_action`, `bind_ui_action_to_input`

### 45.5 Paper2D
- [ ] Sprites: `create_sprite`, `configure_sprite_source`, `set_sprite_pivot`, `configure_sprite_collision`
- [ ] Flipbooks: `create_flipbook`, `add_flipbook_keyframe`, `set_flipbook_framerate`, `configure_flipbook_loop`
- [ ] Tile Maps: `create_tile_map`, `create_tile_set`, `add_tile_to_set`, `paint_tile`, `fill_tile_region`, `configure_tile_collision`
- [ ] Actors: `spawn_paper_sprite_actor`, `spawn_paper_flipbook_actor`, `configure_paper_character`

### 45.6 Procedural Mesh Component
- [ ] `create_procedural_mesh_component`
- [ ] `create_mesh_section`, `update_mesh_section`, `clear_mesh_section`, `clear_all_mesh_sections`
- [ ] `set_mesh_vertices`, `set_mesh_triangles`, `set_mesh_normals`, `set_mesh_uvs`, `set_mesh_colors`, `set_mesh_tangents`
- [ ] `set_collision_from_mesh`, `add_collision_convex_mesh`, `clear_collision_convex_meshes`
- [ ] `convert_to_static_mesh`

### 45.7 Variant Manager
- [ ] `create_variant_set`, `add_variant`, `configure_variant_properties`
- [ ] `set_variant_dependencies`, `set_exclusive_variants`
- [ ] `capture_variant_thumbnail`, `set_variant_thumbnail`
- [ ] `activate_variant`, `get_active_variants`
- [ ] `export_variant_configuration`

---

## Phase 46: Physics & Destruction Plugins

### 46.1 Chaos Destruction
- [ ] Collection: `create_geometry_collection`, `add_geometry_to_collection`, `remove_geometry_from_collection`
- [ ] Fracturing: `apply_uniform_fracture`, `apply_clustered_fracture`, `apply_radial_fracture`, `apply_planar_fracture`, `apply_brick_fracture`, `apply_mesh_fracture`, `configure_fracture_settings`
- [ ] Clustering: `set_cluster_group`, `configure_cluster_level`, `auto_cluster`
- [ ] Damage: `configure_damage_threshold`, `apply_damage`, `enable_strain_damage`
- [ ] Materials: `set_interior_material`, `configure_interior_uv_scale`
- [ ] Physics: `configure_rigid_body_settings`, `set_sleeping_threshold`, `configure_collision_filter`
- [ ] Fields: `add_anchor_field`, `remove_anchor_field`, `create_field_system`, `add_radial_falloff_field`, `add_uniform_vector_field`, `add_radial_vector_field`, `add_plane_falloff_field`, `add_noise_field`, `add_kill_field`

### 46.2 Chaos Vehicles
- [ ] Setup: `create_chaos_wheeled_vehicle`, `create_chaos_hover_vehicle`
- [ ] Wheels: `add_wheel_setup`, `configure_wheel_physics`, `set_wheel_radius`, `set_wheel_width`, `configure_wheel_suspension`, `configure_wheel_friction`, `configure_wheel_brake`, `configure_anti_roll_bar`
- [ ] Engine: `configure_engine_torque_curve`, `set_max_rpm`, `set_engine_idle_rpm`, `configure_throttle_response`
- [ ] Transmission: `configure_transmission`, `set_gear_ratios`, `set_final_drive_ratio`, `configure_gear_change_time`
- [ ] Steering: `configure_steering_curve`, `set_max_steering_angle`, `configure_ackermann_steering`
- [ ] Aero: `configure_drag`, `configure_downforce`
- [ ] Effects: `configure_skid_marks`, `configure_tire_smoke`, `configure_engine_audio`, `configure_exhaust_vfx`

### 46.3 Chaos Cloth
- [ ] `create_cloth_asset`, `configure_cloth_config`
- [ ] Properties: `set_mass`, `set_edge_stiffness`, `set_bending_stiffness`, `set_area_stiffness`, `configure_damping`, `configure_collision_thickness`, `configure_friction`
- [ ] Painting: `paint_max_distance`, `paint_backstop_distance`, `paint_backstop_radius`
- [ ] LOD: `configure_cloth_lod`, `set_lod_transition`

### 46.4 Chaos Flesh
- [ ] `create_flesh_asset`, `configure_flesh_deformer`
- [ ] `configure_flesh_simulation`, `set_flesh_stiffness`, `set_flesh_damping`
- [ ] `configure_flesh_collision`

---

## Phase 47: Accessibility System

**Goal**: Complete accessibility features for inclusive game design.

**Tool**: `manage_accessibility`

### 47.1 Visual Accessibility
- [ ] `create_colorblind_filter` (protanopia, deuteranopia, tritanopia)
- [ ] `configure_colorblind_simulation`
- [ ] `set_ui_scale`, `set_font_scale`
- [ ] `configure_high_contrast_mode`
- [ ] `set_screen_reader_text` (for UI elements)
- [ ] `configure_text_to_speech`
- [ ] `set_color_coding_alternatives` (shapes, patterns)

### 47.2 Subtitle System
- [ ] `create_subtitle_widget`
- [ ] `configure_subtitle_style` (font, size, color, background)
- [ ] `set_subtitle_position`
- [ ] `configure_speaker_identification`
- [ ] `configure_caption_timing`
- [ ] `add_directional_indicators` (sound direction)
- [ ] `configure_subtitle_presets` (small, medium, large, custom)

### 47.3 Audio Accessibility
- [ ] `configure_mono_audio`
- [ ] `configure_audio_visualization` (visual sound indicators)
- [ ] `create_sound_indicator_widget`
- [ ] `configure_haptic_audio_feedback`
- [ ] `set_audio_balance` (left/right)

### 47.4 Motor Accessibility
- [ ] `configure_control_remapping_ui`
- [ ] `configure_hold_vs_toggle`
- [ ] `configure_input_timing` (QTE timing, combo windows)
- [ ] `configure_auto_aim_strength`
- [ ] `configure_one_handed_mode`
- [ ] `configure_sticky_keys`
- [ ] `configure_input_buffering`

### 47.5 Cognitive Accessibility
- [ ] `configure_difficulty_presets`
- [ ] `configure_objective_reminders`
- [ ] `configure_navigation_assistance`
- [ ] `configure_puzzle_hints`
- [ ] `configure_content_warnings`
- [ ] `configure_motion_sickness_options` (FOV, camera shake, motion blur)

### 47.6 Accessibility Presets
- [ ] `create_accessibility_preset`
- [ ] `apply_accessibility_preset`
- [ ] `export_accessibility_settings`
- [ ] `import_accessibility_settings`
- [ ] `configure_accessibility_menu`

---

## Phase 48: Modding & UGC System

**Goal**: Enable mod support and user-generated content within Unreal Engine.

**Tool**: `manage_modding`

### 48.1 Pak/Mod Loading
- [ ] `configure_mod_loading_paths`
- [ ] `scan_for_mod_paks`
- [ ] `load_mod_pak`, `unload_mod_pak`
- [ ] `get_mod_info` (metadata, version, dependencies)
- [ ] `validate_mod_pak`
- [ ] `configure_mod_load_order`
- [ ] `configure_mod_priority`

### 48.2 Mod Discovery
- [ ] `create_mod_browser_widget`
- [ ] `list_installed_mods`
- [ ] `enable_mod`, `disable_mod`
- [ ] `get_mod_thumbnail`
- [ ] `get_mod_dependencies`
- [ ] `check_mod_compatibility`

### 48.3 Asset Replacement
- [ ] `configure_asset_override_paths`
- [ ] `register_mod_asset_redirect`
- [ ] `get_modded_asset_list`
- [ ] `restore_original_asset`

### 48.4 Mod SDK Generation
- [ ] `export_moddable_headers`
- [ ] `create_mod_template_project`
- [ ] `configure_exposed_classes`
- [ ] `configure_moddable_data_assets`
- [ ] `generate_mod_documentation`

### 48.5 Sandboxing & Security
- [ ] `configure_mod_sandbox`
- [ ] `set_allowed_mod_operations`
- [ ] `configure_mod_memory_limits`
- [ ] `log_mod_activity`
- [ ] `validate_mod_content` (check for exploits)

### 48.6 Steam Workshop Integration (via Steam OSS)
- [ ] `upload_to_workshop` (requires Steam SDK)
- [ ] `download_workshop_item`
- [ ] `get_subscribed_workshop_items`
- [ ] `configure_workshop_item_metadata`
- [ ] `update_workshop_item`

> **Note**: Steam Workshop integration requires Steam SDK to be configured (Phase 43.3). MCP handles the UE-side integration.

---

# Summary

## Statistics

| Category | Phases | Estimated Actions |
|----------|--------|-------------------|
| Completed Foundation (1-4) | 4 | ~160 |
| Completed Infrastructure (5) | 1 | ~20 |
| Completed Content Creation (6-12) | 7 | ~400 |
| Completed Gameplay Systems (13-18) | 6 | ~300 |
| Completed UI/UX (19) | 1 | ~80 |
| Completed Networking & Framework (20-22) | 3 | ~100 |
| Completed World & Environment (23-28) | 6 | ~200 |
| Completed Rendering & Post (29) | 1 | ~80 |
| Cinematics & Media (30) | 1 | ~80 |
| Data & Persistence (31, partial/planned) | 1 | ~50 |
| Build & Deploy (32, partial/planned) | 1 | ~35 |
| Testing & Quality (33, partial/planned) | 1 | ~35 |
| Editor Utilities (34) | 1 | ~60 |
| Additional Systems (35, partial/planned) | 1 | ~80 |
| Plugin: Character (36) | 1 | ~60 |
| Plugin: Asset/Content (37) | 1 | ~150 |
| Plugin: Audio Middleware (38) | 1 | ~80 |
| Plugin: Motion Capture (39) | 1 | ~70 |
| Plugin: Virtual Production (40) | 1 | ~150 |
| Plugin: XR (41) | 1 | ~150 |
| Plugin: AI/NPC (42) | 1 | ~30 |
| Plugin: Online Services (43) | 1 | ~160 |
| Plugin: Streaming (44) | 1 | ~50 |
| Plugin: Utilities (45, partial/planned) | 1 | ~100 |
| Plugin: Physics/Destruction (46) | 1 | ~80 |
| Accessibility (47) | 1 | ~40 |
| Modding & UGC (48) | 1 | ~25 |
| **TOTAL** | **48** | **~2,825** |

Current implementation is complete through Phase 29. Phases 31-33, 35, and 45 have seeded actions on existing canonical tools, but their expanded roadmap surfaces remain planned.

## What This Enables

When the planned ~2,825-action target is complete, the platform will cover all Unreal Engine systems and major plugins for:

- **Complete Game Development**: Build any genre (FPS, RPG, Racing, Platformer, etc.)
- **Animated Films**: Full pipeline from character to final render
- **Virtual Production**: LED walls, motion capture, real-time compositing
- **VR/AR Experiences**: All major headsets and AR platforms
- **ArchViz**: CAD import, materials, lighting, walkthroughs
- **Live Events**: DMX, OSC, MIDI, timecode sync
- **Cloud Gaming**: Pixel streaming, multi-user sessions
- **Console Development**: PS5, Xbox, Switch support (once SDKs installed externally)
- **Mobile Development**: iOS ARKit, Android ARCore
- **Accessible Games**: Full accessibility support (colorblind, subtitles, motor, cognitive)
- **Mod-Friendly Games**: Pak loading, mod browser, asset override, workshop integration

---

## Legend

- [x] **Completed**: Feature is implemented and verified.
- [ ] **Planned**: Feature is scheduled for implementation.

---

## Contributing

This roadmap represents a massive undertaking. Contributions are welcome for any phase. See [CONTRIBUTING.md](../CONTRIBUTING.md) for guidelines.

Each new action requires:
1. TypeScript handler in `src/tools/handlers/`
2. Tool definition in `src/tools/catalog/consolidated-tool-definitions.ts` or `src/tools/definitions/`
3. C++ handler in `plugins/McpAutomationBridge/Source/.../Private/`
4. Integration test
