# 📋 Changelog

All notable changes to this project will be documented in this file.

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

---

## [Unreleased]

### Added

- **`inspect_cdo` sub-action** for the `inspect` tool – inspect any Blueprint's Class Default Object without spawning an actor. Reads CDO property values via reflection. For Actor BPs, enumerates all components: native CDO components with effective override values, plus Blueprint SCS components from node templates (full parent chain). Includes parent attachment info for SCS components. Source classified as Native, SCS, or SCS_Inherited. Key fields (mesh, animClass, transform) included in summary; full property export via detailed or propertyNames filter.

---

## 🏷️ [0.5.21] - 2026-04-03

> [!IMPORTANT]
> ### 🔒 Security, New Features & Major Crash Fixes
> This release adds custom content mount points, full audio authoring, project settings management, vehicle physics configuration, blend tree/procedural animation/state machine creation, sequencer improvements, and critical crash prevention for deleting animation/IK assets and folders.

<details>
<summary><b>🛡️ Security</b></summary>

- **Command Injection in bump-version action** – Sanitized `release-type` input ([#327](https://github.com/ChiR24/Unreal_mcp/pull/327))
- **Command Injection in editor console commands** – Mixed-context sanitization for `start_recording`, `set_camera_fov`, `set_game_speed` ([#322](https://github.com/ChiR24/Unreal_mcp/pull/322))
- **Path Traversal in `export_level`** – Added path validation ([#305](https://github.com/ChiR24/Unreal_mcp/pull/305))
- **Path Traversal in screenshot filename** – Sanitized filenames, blocked traversal patterns ([#314](https://github.com/ChiR24/Unreal_mcp/pull/314))
- **Synchronous fs Hardening** – Replaced blocking `fs.existsSync` / `fs.readdirSync` with async versions ([#318](https://github.com/ChiR24/Unreal_mcp/pull/318))

</details>

<details>
<summary><b>✨ Added</b></summary>

- **Custom Content Mount Points** – `MCP_ADDITIONAL_PATH_PREFIXES` to whitelist plugin mount points (`/ProjectObject/`, etc.) ([#326](https://github.com/ChiR24/Unreal_mcp/pull/326) – thanks @6r0m)
- **Full Audio Authoring** – Create sound waves, sound cues, sound classes, sound mixes, attenuation settings; success flags in responses.
- **Project Settings Management** – New `manage_project_settings` tool (get/set project settings via config).
- **Animation Authoring** – `create_blend_tree`, `create_procedural_anim`, `create_state_machine` (C++ implementations, not console commands).
- **Vehicle Physics Configuration** – `configure_vehicle` with wheels, engine, transmission, mass, drag coefficient.
- **Sequencer** – `set_tick_resolution`, `set_view_range` actions.
- **Widget Authoring** – New template widgets: main menu, pause menu, HUD, crosshair, ammo counter, health bar, compass, interaction prompt, objective tracker, damage indicator, inventory grid, dialog box, radial menu, credits scroll, shop UI, quest tracker.
- **Runtime Module Checks** – Verify GameplayAbilities, EnhancedInput, BehaviorTreeEditor, LevelSequenceEditor, NiagaraEditor, StateTree, SmartObjects, MassEntity are loaded before use (clear error messages when plugins missing).

</details>

<details>
<summary><b>🛠️ Fixed</b></summary>

#### Crash Prevention (UE 5.7+)

- **Animation/Rig asset deletion** – Completely rewrote `McpSafeDeleteFolder` and added `DeleteAnimationRigClusterOrdered` to prevent 0xFFFFFFFFFFFFFFFF crashes when deleting AnimBlueprints, IKRigs, IKRetargeters, ControlRigBlueprints, and AnimSequences.
- **Folder deletion** – Replaced `UEditorAssetLibrary::DeleteDirectory` with `McpSafeDeleteFolder` (proper world switching, package unloading, compilation quiesce).
- **Blueprint creation** – Added pre‑creation checks in `CreateControlRigBlueprint` and widget blueprint creation to prevent engine assertion failures.
- **Widget creation** – Fixed widget crash ([#306](https://github.com/ChiR24/Unreal_mcp/pull/306)) by adding GUID registration (`RegisterWidgetGuid`) and safe tree replacement (`SafeAddWidgetToTree`).
- **AnimNotify/NotifyState** – Added abstract class validation and track existence checks.

#### Asset & Path Handling

- Improved asset loading reliability for newly created AI assets (removed stale `DoesAssetExist` checks).
- Resolved asset query parameter bugs and expanded `classNames` support ([#311](https://github.com/ChiR24/Unreal_mcp/pull/311)).
- Replaced custom asset directory checks with `UEditorAssetLibrary` to avoid stale cache issues.
- Fixed `searchText` filtering in `search_assets` action ([#308](https://github.com/ChiR24/Unreal_mcp/pull/308)).
- Added `offset` pagination to asset search.

#### Blueprint & Graph Editing

- Unified pin serialization across blueprint graph handlers ([#309](https://github.com/ChiR24/Unreal_mcp/pull/309)) – linked pins returned as objects with `nodeId` and `pinName`.
- Improved actor lookup to match subsystem behavior (checks both label and name).
- Aligned `get_ai_info` output with TypeScript schema ([#310](https://github.com/ChiR24/Unreal_mcp/pull/310)).

#### Performance & Console

- Delegated console command settings to C++ handler for better performance.
- Ensured successful execution of console commands (check `GEngine->Exec` return value).
- Added validation for required session parameters (interfaceType, controllerId, playerIndex, etc.).
- Removed redundant `AsyncTask` wrappers in `generate_thumbnail` and `generate_lods` (fixed 30‑second timeout).

#### Level Operations

- **`rename_level`** – Now uses `DuplicateAsset` + `DeleteAsset` to avoid modal “Find/Replace” dialog.
- **`duplicate_level`** – Validates source existence and deletes destination if already present.
- **`export_level`** – Added source level existence check before export.

#### Voice Chat & Sessions

- Improved `mute_player` – falls back to `BlockPlayers` when voice server not connected.
- Added validation for required parameters in all session actions.

#### Plugin Stability

- Used delay‑load for optional plugin modules to prevent missing dependency errors ([#317](https://github.com/ChiR24/Unreal_mcp/pull/317)).
- Refactored IK retargeter initialization using controller API (UE 5.7+) with backward compatibility fallback.
- Enhanced actor and component stability across subsystems.

#### Documentation

- Fixed rate limiting defaults and missing GraphQL heading ([#307](https://github.com/ChiR24/Unreal_mcp/pull/307)).

</details>

<details>
<summary><b>🔄 Dependencies</b></summary>

| Package | Update | PR |
|---------|--------|-----|
| `picomatch` | 4.0.3 → 4.0.4 | [#316](https://github.com/ChiR24/Unreal_mcp/pull/316) |
| Dependencies group | 9 updates | [#320](https://github.com/ChiR24/Unreal_mcp/pull/320) |
| `github/codeql-action` | 4.33.0 → 4.34.1 | [#319](https://github.com/ChiR24/Unreal_mcp/pull/319) |

</details>

<details>
<summary><b>👥 Contributors</b></summary>

- @google-labs-jules[bot] for all security fixes
- @kalihman for asset query, searchText, docs, and blueprint graph fixes
- @dependabot[bot] for dependency updates
- @6r0m for custom content mount points (first contribution)

</details>

---

## 🏷️ [0.5.20] - 2026-03-21

> [!IMPORTANT]
> ### 🛡️ Security Fix & UE 5.0 Compatibility
> This release includes a critical path traversal fix in export_asset, UE 5.0 compatibility improvements, and external actors support for World Partition.

### 🛡️ Security

<details>
<summary><b>🔒 Path Traversal in export_asset</b> (<a href="https://github.com/ChiR24/Unreal_mcp/commit/5cf2a3c">5cf2a3c</a>)</summary>

| Aspect | Details |
|--------|---------|
| **Severity** | 🚨 CRITICAL |
| **Vulnerability** | Path traversal in `export_asset` action |
| **Fix** | Added path validation to prevent directory traversal attacks |

**Files Modified:**
- `McpAutomationBridge_SystemControlHandlers.cpp`

</details>

### ✨ Added

<details>
<summary><b>🌍 External Actors Support</b> (<a href="https://github.com/ChiR24/Unreal_mcp/commit/51143c3">51143c3</a>)</summary>

| Feature | Description |
|---------|-------------|
| **External Actors** | Support for World Partition external actors in level structure handlers |
| **Streaming Reference** | Streaming reference creation for external actor packages |

**Files Modified:**
- `McpAutomationBridge_LevelStructureHandlers.cpp` (+127 lines)

</details>

### 🛠️ Fixed

<details>
<summary><b>🎮 UE 5.0 Compatibility</b> (<a href="https://github.com/ChiR24/Unreal_mcp/commit/1057023">1057023</a>)</summary>

| Bug | Fix |
|-----|-----|
| `bIsWorldInitialized` API not available in UE 5.0 | Direct access to `bIsWorldInitialized` for UE 5.0 compatibility |

**Files Modified:**
- `McpAutomationBridgeHelpers.h`
- `McpAutomationBridge_LevelStructureHandlers.cpp`

</details>

<details>
<summary><b>🐛 Tick Task Manager Crashes</b> (<a href="https://github.com/ChiR24/Unreal_mcp/commit/8c311d7">8c311d7</a>)</summary>

| Bug | Fix |
|-----|-----|
| Crashes from tick task manager during world operations | Added safety checks and proper cleanup in world management |
| World cleanup issues | Enhanced cleanup with `FlushRenderingCommands` safety |

**Files Modified:**
- `McpAutomationBridgeHelpers.h` (+36 lines)
- `McpAutomationBridge_LevelStructureHandlers.cpp` (+65 lines)
- `McpSafeOperations.h` (+16 lines)

</details>

<details>
<summary><b>🐛 Sublevel Creation</b> (<a href="https://github.com/ChiR24/Unreal_mcp/commit/bffb68c">bffb68c</a>)</summary>

| Bug | Fix |
|-----|-----|
| Sublevel creation path handling issues | Enhanced sublevel creation process with proper path handling |

**Files Modified:**
- `McpAutomationBridge_LevelStructureHandlers.cpp` (+201 lines)

</details>

<details>
<summary><b>🔧 UE 5.7 Build</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/295">#295</a>)</summary>

| Bug | Fix |
|-----|-----|
| Missing includes causing build failures on UE 5.7 | Added missing includes in `McpHandlerUtils.cpp` and `McpPropertyReflection.cpp` |

**Contributors:** @a2448825647

</details>

### 🔄 Dependencies

<details>
<summary><b>GitHub Actions Updates</b></summary>

| Package | From | To | PR |
|---------|------|-----|-----|
| `release-drafter/release-drafter` | 7.0.0 | 7.1.1 | [#300](https://github.com/ChiR24/Unreal_mcp/pull/300) |
| `softprops/action-gh-release` | 2.5.3 | 2.6.1 | [#301](https://github.com/ChiR24/Unreal_mcp/pull/301) |
| `github/codeql-action` | 4.32.6 | 4.33.0 | [#299](https://github.com/ChiR24/Unreal_mcp/pull/299) |

</details>

<details>
<summary><b>NPM Package Updates</b></summary>

| Package | From | To | PR |
|---------|------|-----|-----|
| `flatted` | 3.3.3 | 3.4.2 | [#304](https://github.com/ChiR24/Unreal_mcp/pull/304) |

</details>

### 🔌 Plugin

<details>
<summary><b>MCP Automation Bridge v0.1.3</b></summary>

Updated plugin version to 0.1.3 with all fixes and features from this release.

See [Plugin CHANGELOG](Plugins/McpAutomationBridge/CHANGELOG.md) for details.

</details>

---

## 🏷️ [0.5.19] - 2026-03-18

> [!IMPORTANT]
> ### 🛡️ Security Hardening & Major Plugin Refactoring
> This release includes critical security fixes for command injection and path traversal vulnerabilities, a complete deep-level refactoring of 57 C++ handler files with centralized utilities, and removal of the WebAssembly integration.

### 🛡️ Security

<details>
<summary><b>🔒 Command Injection Prevention</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/288">#288</a>)</summary>

| Component | Change |
|-----------|--------|
| **sanitizeCommandArgument()** | Added semicolon sanitization to prevent command chaining attacks |
| **Physics Tools** | Sanitized constraint names, actor names, vehicle names, destruction names |
| **Animation Tools** | Sanitized state machine names, state names, transition conditions |
| **System Handlers** | Sanitized vehicle type, save paths, and all user-provided strings |

**Attack Vector Blocked:** Input like `"name;quit"` can no longer execute arbitrary commands.

</details>

<details>
<summary><b>🔒 Path Traversal Fixes</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/271">#271</a>, <a href="https://github.com/ChiR24/Unreal_mcp/pull/282">#282</a>)</summary>

| Component | Change |
|-----------|--------|
| **validateSnapshotPath()** | Fixed bypass where paths equal to CWD (without trailing separator) were incorrectly rejected |
| **Asset Handlers** | Added path sanitization to prevent traversal attacks |
| **Blueprint Creation** | Added savePath sanitization |

</details>

<details>
<summary><b>🔒 GraphQL CORS Hardening</b></summary>

| Component | Change |
|-----------|--------|
| **Default CORS** | Changed from permissive `'*'` to safe loopback origins |
| **Allowed Origins** | `localhost:4000`, `127.0.0.1:4000`, `localhost:3000`, `127.0.0.1:3000` |
| **Warning** | Added security warning when `'*'` is explicitly configured |

</details>

### 🔧 Changed

<details>
<summary><b>🏗️ Complete C++ Plugin Refactoring</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/280">#280</a>)</summary>

Deep line-by-line refactoring of 57 handler files and 8 infrastructure files:

| New Infrastructure File | Purpose |
|------------------------|---------|
| `McpHandlerUtils.h/cpp` | Standardized JSON response builders (1,900 lines) |
| `McpPropertyReflection.h/cpp` | Property reflection utilities (1,356 lines) |
| `McpSafeOperations.h` | Safe asset/level save for UE 5.7 (659 lines) |
| `McpVersionCompatibility.h` | UE 5.0-5.7 API compatibility macros (225 lines) |
| `McpHandlerDeclarations.h` | Forward declarations (844 lines) |
| `McpAutomationBridge_ConsoleCommandHandlers.cpp` | Batch and single command execution (302 lines) |

**Bugs Fixed During Refactoring:**
- EditorFunctionHandlers: use-after-free bug
- EffectHandlers: truncated condition + missing braces
- InventoryHandlers: duplicate TArray with undefined variables
- MaterialAuthoringHandlers: duplicate include + missing UE 5.0 fallback
- NavigationHandlers: case-sensitivity error
- SkeletonHandlers: duplicate verification + redundant code
- WidgetAuthoringHandlers: unreachable code block

</details>

<details>
<summary><b>⚡ Performance Improvements</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/283">#283</a>)</summary>

| Component | Change |
|-----------|--------|
| **Batch Console Commands** | New batch execution API for parallel command processing |
| **validate_assets** | Changed from sequential to `Promise.all` concurrent validation |
| **State Machine Creation** | States now added in parallel instead of sequentially |

</details>

<details>
<summary><b>🗑️ WebAssembly Integration Removed</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/240">#240</a>)</summary>

Removed WebAssembly (wasm-pack/Rust) integration:
- Deleted `src/wasm/` directory (874 lines)
- Deleted `wasm/` Rust crate (1,500+ lines)
- Removed WASM dependency from all handlers
- Native C++ handlers provide equivalent functionality

</details>

### 🛠️ Fixed

<details>
<summary><b>🐛 Blueprint Inspect Crash</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/270">#270</a>)</summary>

| Bug | Fix |
|-----|-----|
| Blueprint inspect crashed when variable list exceeded buffer | Fixed truncated variable list handling |
| Function library blueprints not supported | Added function library blueprint support (#258) |

</details>

<details>
<summary><b>🐛 GAS Duplicate Effect Creation</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/251">#251</a>)</summary>

| Bug | Fix |
|-----|-----|
| `create_gameplay_effect` assertion failure on duplicates | Prevented duplicate GameplayEffect creation |

</details>

<details>
<summary><b>🐛 Volume Handler Mobility</b></summary>

| Bug | Fix |
|-----|-----|
| Volume attachment failed for movable actors | Added mobility check for target actors in volume handlers |

</details>

<details>
<summary><b>🐛 UE 5.7 Compatibility</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/274">#274</a>)</summary>

| Bug | Fix |
|-----|-----|
| GeometryScript AppendCapsule compile error on UE 5.5+ | Added version guard for segment steps parameter |

</details>

<details>
<summary><b>🐛 Action Name Alignment</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/253">#253</a>)</summary>

| Bug | Fix |
|-----|-----|
| TypeScript action names mismatched C++ handlers | Aligned all action names with C++ handler expectations |

</details>

### 🗑️ Removed

<details>
<summary><b>Deprecated Tool Files</b></summary>

Removed deprecated standalone tool files (consolidated into handlers):
- `src/tools/audio.ts` → `src/tools/handlers/audio-handlers.ts`
- `src/tools/debug.ts` → consolidated into system handlers
- `src/tools/introspection.ts` → `src/tools/handlers/inspect-handlers.ts`
- `src/tools/materials.ts` → `src/tools/handlers/material-authoring-handlers.ts`
- `src/tools/performance.ts` → `src/tools/handlers/performance-handlers.ts`
- `src/tools/ui.ts` → consolidated into widget handlers
- `src/tools/input.ts` → `src/tools/handlers/input-handlers.ts`
- `src/tools/behavior-tree.ts` → consolidated
- `src/tools/engine.ts` → consolidated

</details>

### 🔄 Dependencies

<details>
<summary><b>NPM Package Updates</b></summary>

| Package | From | To | PR |
|---------|------|-----|-----|
| hono | 4.12.0 | 4.12.7 | [#261](https://github.com/ChiR24/Unreal_mcp/pull/261), [#277](https://github.com/ChiR24/Unreal_mcp/pull/277) |
| express-rate-limit | 8.2.1 | 8.3.0 | [#269](https://github.com/ChiR24/Unreal_mcp/pull/269) |
| @types/node | Various updates | | Multiple PRs |

</details>

<details>
<summary><b>GitHub Actions Updates</b></summary>

| Package | From | To | PR |
|---------|------|-----|-----|
| release-drafter/release-drafter | 6.2.0 | 7.0.0 | [#286](https://github.com/ChiR24/Unreal_mcp/pull/286) |
| softprops/action-gh-release | 2.5.0 | 2.5.3 | [#287](https://github.com/ChiR24/Unreal_mcp/pull/287) |
| actions/setup-node | 6.2.0 | 6.3.0 | [#257](https://github.com/ChiR24/Unreal_mcp/pull/257) |
| github/codeql-action | 4.32.5 | 4.32.6 | [#266](https://github.com/ChiR24/Unreal_mcp/pull/266) |

</details>

### 📊 Statistics

- **Commits:** 55 non-merge commits
- **Files Changed:** 185 files
- **Lines Added:** ~30,280
- **Lines Removed:** ~20,440
- **New C++ Infrastructure:** 5 files (~4,900 lines)
- **Bugs Fixed:** 15+
- **Security Fixes:** 4 critical

---

## 🏷️ [0.5.18] - 2026-02-21

> [!IMPORTANT]
> ### 🔧 Installation, Documentation & Dependency Updates
> This release fixes npm install failures when downloading from GitHub releases, adds first-time project setup guidance, and updates dependencies.

### 🛠️ Fixed

<details>
<summary><b>🐛 npm install failure from release archives</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/215">#215</a>)</summary>

| Issue | Root Cause | Fix |
|-------|------------|-----|
| `npm install` fails with ESLint config error | Release archives excluded `eslint.config.mjs` and other build files | Added `-source` archives with complete build files |
| `prepare` script runs build unnecessarily | Checked only `dist/` existence, not build artifacts | Now verifies `dist/cli.js` and `dist/index.js` exist |
| Deprecated `--ext .ts` flag in lint | ESLint 9.x removed support for `--ext` flag | Removed flag, extensions configured in `eslint.config.mjs` |

**Files Modified:**
- `package.json` (prepare script, lint scripts, removed prebuild)
- `.github/workflows/release.yml` (added source archives, fixed plugin path)
- `README.md` (added Rust/wasm-pack prerequisites)

</details>

### 📚 Documentation

<details>
<summary><b>📖 First-time project open instructions</b> (<a href="https://github.com/ChiR24/Unreal_mcp/commit/112df08">112df08</a>)</summary>

Added guidance for users opening Unreal projects for the first time:
- Explains UE prompt to rebuild missing modules
- Documents expected plugin load failure after first rebuild
- Recommends closing and reopening project to resolve

</details>

### ⬆️ Dependencies

| Package | From | To | PR |
|---------|------|-----|-----|
| hono | 4.11.7 | 4.12.0 | [#213](https://github.com/ChiR24/Unreal_mcp/pull/213) |
| ajv | 8.17.1 | 8.18.0 | [#210](https://github.com/ChiR24/Unreal_mcp/pull/210) |
| actions/stale | 10.1.1 | 10.2.0 | [#208](https://github.com/ChiR24/Unreal_mcp/pull/208) |
| actions/dependency-review-action | 4.8.2 | 4.8.3 | [#212](https://github.com/ChiR24/Unreal_mcp/pull/212) |

---

## 🏷️ [0.5.17] - 2026-02-16

> [!IMPORTANT]
> ### 🔧 World Tools Category Fixes & Security Hardening
> This release includes critical bug fixes, security hardening, and UE 5.7 compatibility improvements across all world-building tools (landscape, foliage, geometry, volumes, navigation).

### 🛡️ Security

<details>
<summary><b>🔒 Path Validation & Input Sanitization</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/207">#207</a>)</summary>

| Component | Change |
|-----------|--------|
| **SanitizeProjectRelativePath** | Rejects Windows absolute paths, normalizes slashes, collapses `//`, requires valid UE roots (`/Game`, `/Engine`, `/Script`) |
| **SanitizeProjectFilePath** | File operations with path traversal protection |
| **ValidateAssetCreationPath** | Combines folder + name validation for asset creation |
| **Actor/Volume Name Validation** | Blocks invalid characters, enforces length checks |
| **Snapshot Path Validation** | Prevents directory traversal attacks via snapshot paths |

**Files Modified:**
- `McpAutomationBridgeHelpers.h` (+326 lines of security helpers)
- `src/tools/environment.ts` (snapshot path security)
- `src/utils/path-security.ts` (path normalization)

</details>

### 🛠️ Fixed

<details>
<summary><b>🐛 Landscape Handler Silent Fallback Bug</b> (McpAutomationBridge_LandscapeHandlers.cpp)</summary>

| Bug | Root Cause | Fix |
|-----|------------|-----|
| False positives on non-existent landscapes | Path matching compared `GetPathName()` (internal path) with asset path | Normalized both paths with `.uasset` stripping |
| Silent fallback to single landscape | `if (!Landscape && LandscapeCount == 1)` used any available landscape | Removed fallback, now returns `LANDSCAPE_NOT_FOUND` error |
| Wrong response path | Returned requested path instead of actual path | Now returns `Landscape->GetPackage()->GetPathName()` |

**Affected Handlers:** `HandleModifyHeightmap`, `HandlePaintLandscapeLayer`, `HandleSculptLandscape`, `HandleSetLandscapeMaterial`

</details>

<details>
<summary><b>🐛 Rotation Yaw Bug</b> (McpAutomationBridge_LightingHandlers.cpp:200)</summary>

| Bug | Fix |
|-----|-----|
| `Rotation.Yaw` read from `LocPtr` instead of `RotPtr` | Changed to `GetJsonNumberField((*RotPtr), TEXT("yaw"))` |

**Impact:** Incorrect rotation when spawning lights with rotation parameters.

</details>

<details>
<summary><b>🐛 Integer Overflow in Heightmap Operations</b> (McpAutomationBridge_LandscapeHandlers.cpp:631-635)</summary>

| Bug | Fix |
|-----|-----|
| `static_cast<int16>(CurrentHeights[i])` overflows for values > 32767 | Changed to `static_cast<int32>` |

**Impact:** Heightmap raise/lower operations now produce correct results for heights above midpoint.

</details>

<details>
<summary><b>🐛 set_curve_key Success Reporting</b> (McpAutomationBridge_AnimationHandlers.cpp:2139)</summary>

| Bug | Fix |
|-----|-----|
| `bSuccess` initialized `false`, only set `true` inside `if (bSuccess)` block (unreachable) | Moved success logic before the condition check |

**Impact:** `set_curve_key` now correctly reports success.

</details>

<details>
<summary><b>🐛 CraftingSpeed Truncation</b> (McpAutomationBridge_InventoryHandlers.cpp:2716)</summary>

| Bug | Fix |
|-----|-----|
| `int32 CraftingSpeed` truncated fractional multipliers (1.5 → 1) | Changed to `double` |

</details>

<details>
<summary><b>🐛 Invalid Color Fallback Not Applied</b> (McpAutomationBridge_LightingHandlers.cpp:277)</summary>

| Bug | Fix |
|-----|-----|
| `SetLightColor()` only called when `bColorValid == true`, but `bColorValid = false` for invalid colors | Removed guard, always call `SetLightColor()` after correcting invalid colors to white |

</details>

<details>
<summary><b>🐛 Double-Validation in Snapshot Path</b> (src/tools/environment.ts:253, 322)</summary>

| Bug | Fix |
|-----|-----|
| Redundant second `validateSnapshotPath()` call on already-resolved absolute paths | Removed redundant call |

</details>

<details>
<summary><b>🐛 Intel GPU Driver Crash Prevention</b> (McpAutomationBridgeHelpers.h)</summary>

| Bug | Fix |
|-----|-----|
| `MONZA DdiThreadingContext` exceptions on Intel GPUs during level save | Added `McpSafeLevelSave` helper with `FlushRenderingCommands` and retry logic |

</details>

### ✨ Added

<details>
<summary><b>🛤️ LOD Generation Enhancements</b> (McpAutomationBridge_GeometryHandlers.cpp)</summary>

| Feature | Description |
|---------|-------------|
| **landscapePath support** | LOD generation now accepts single `landscapePath` or array `assetPaths` |
| **lodCount parameter** | Alternative to `numLODs` for specifying LOD count |
| **Path sanitization** | All LOD operations use `SanitizeProjectRelativePath` |

</details>

<details>
<summary><b>🌿 FoliageType Auto-Creation</b> (McpAutomationBridge_FoliageHandlers.cpp)</summary>

| Feature | Description |
|---------|-------------|
| **Auto-create FoliageType** | When painting/adding foliage, FoliageType is automatically created from StaticMesh if missing |
| **Path validation** | All foliage operations use path sanitization |

</details>

<details>
<summary><b>🏔️ Landscape Layer Auto-Creation</b> (McpAutomationBridge_LandscapeHandlers.cpp)</summary>

| Feature | Description |
|---------|-------------|
| **Auto-create layers** | When painting, landscape layers are auto-created if they don't exist (matches UE editor behavior) |

</details>

<details>
<summary><b>📊 Handler Verification</b> (Multiple Handler Files)</summary>

| Pattern | Description |
|---------|-------------|
| **AddActorVerification** | Returns `actorPath`, `actorName`, `actorGuid`, `existsAfter`, `actorClass` |
| **AddComponentVerification** | Returns `componentName`, `componentClass`, `ownerActorPath` |
| **AddAssetVerification** | Returns `assetPath`, `assetName`, `existsAfter`, `assetClass` |
| **VerifyAssetExists** | Verifies asset exists at path |

**Files Updated:** PropertyHandlers, LevelHandlers, EffectHandlers, GASHandlers, SequenceHandlers, SkeletonHandlers, and 30+ additional handler files

</details>

### 🔧 Changed

<details>
<summary><b>🎮 UE 5.7 Compatibility</b></summary>

| Component | Change |
|-----------|--------|
| **WebSocket Protocol** | `GetProtocolType()` (FName) replaces deprecated `GetProtocolFamily()` (enum) |
| **SCS Save** | `McpSafeAssetSave` replaces `SaveLoadedAssetThrottled` to prevent recursive `FlushRenderingCommands` crashes |
| **PostProcessVolume** | Conditionally compiled (removed in UE 5.7) |
| **Niagara Graph** | Initialize `GraphSource`/`NiagaraGraph` to prevent null graph crashes |
| **Landscape Edit** | `FLandscapeEditDataInterface` for UE 5.5+, deprecation suppression for 5.0-5.4 |
| **WorldPartition** | Support `RuntimeHashSet` in addition to `RuntimeSpatialHash` for UE 5.7+ |

</details>

<details>
<summary><b>📈 Performance Improvements</b></summary>

| Component | Change |
|-----------|--------|
| **Heightmap Modification** | Pass `false` to `FLandscapeEditDataInterface` to prevent 60+ second GPU sync delays |
| **Landscape Updates** | Use `MarkPackageDirty` instead of `PostEditChange` to avoid unnecessary rebuilds |
| **Geometry Operations** | Memory pressure checks and triangle limits to prevent OOM crashes |

</details>

### 📊 Statistics

- **Files Changed:** 70 files
- **Lines Added:** ~7,200
- **Lines Removed:** ~1,400
- **Bug Fixes:** 8 critical bugs
- **New Verification Helpers:** 4

---

## 🏷️ [0.5.16] - 2026-02-12

> [!IMPORTANT]
> ### 🚀 Major Feature Release: 200+ Action Handlers
> This release adds ~200 new C++ automation sub-actions across all domains, introduces progress heartbeat protocol for long-running operations, dynamic tool management, IPv6 support, and comprehensive security hardening.

### ✨ Added

<details>
<summary><b>🎮 200+ MCP Action Handlers</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/200">#200</a>)</summary>

| Domain | New Actions |
|--------|-------------|
| **AI** | 50+ actions for EQS, Perception, State Trees, Smart Objects |
| **Combat** | Weapons, projectiles, damage, melee combat |
| **Character** | Character creation, movement, advanced locomotion |
| **Inventory** | Items, equipment, loot tables, crafting |
| **GAS** | Gameplay Ability System: abilities, effects, attributes |
| **Audio** | MetaSounds, sound classes, dialogue |
| **Materials** | Material expressions, landscape layers |
| **Textures** | Texture creation, compression, virtual texturing |
| **Levels** | 15+ new sub-actions for level management |
| **Volumes** | 18 volume types |
| **Performance** | Profiling, optimization, scalability |
| **Input** | Enhanced Input Actions & Contexts |
| **Interaction** | Interactables, destructibles, triggers |
| **Misc** | System control, tests, logs |

**New Handler Files:**
- `McpAutomationBridge_CharacterHandlers.cpp` (337 lines)
- `McpAutomationBridge_CombatHandlers.cpp` (398 lines)
- `McpAutomationBridge_SystemControlHandlers.cpp` (324 lines)
- `McpAutomationBridge_MiscHandlers.cpp` (1010 lines)
- `McpAutomationBridge_WidgetAuthoringHandlers.cpp` (2404 lines)

</details>

<details>
<summary><b>💓 Progress Heartbeat Protocol</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/201">#201</a>)</summary>

| Feature | Description |
|---------|-------------|
| **Progress Updates** | C++ sends `progress_update` WebSocket messages during long-running operations |
| **Deadline Extensions** | TS extends request deadlines on each update with deadlock safeguards |
| **Stale Detection** | Detects same percentage for 3 consecutive updates |
| **Absolute Cap** | 5-minute maximum extension limit |
| **Max Extensions** | 10 extensions per request |

**Timeout Changes:**
- Default request timeout: 60s → 30s (extensions handle slow ops)

</details>

<details>
<summary><b>🔧 Dynamic Tool Management</b></summary>

| Feature | Description |
|---------|-------------|
| **manage_tools MCP Tool** | Enables AI to enable/disable tools at runtime |
| **Protected Tools** | `manage_tools`, `inspect`, and core category cannot be disabled |
| **list_changed Notifications** | Tool registry sends MCP notifications when tools change |
| **Category Filtering** | Filter tools by category (core, world, authoring, gameplay, utility) |

</details>

<details>
<summary><b>🌐 IPv6 Support</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/194">#194</a>)</summary>

| Feature | Description |
|---------|-------------|
| **IPv6 Addresses** | Full support for IPv6 addresses in automation bridge |
| **Hostname Resolution** | DNS resolution via `GetAddressInfo` instead of fallback to 127.0.0.1 |
| **Address Family Detection** | Auto-detect IPv6 by checking for colons in address |
| **Zone ID Handling** | Strip zone IDs from IPv6 addresses for Node.js compatibility |
| **Fallback Support** | Re-create socket as IPv4 when IPv6 not available |

</details>

### 🛡️ Security

<details>
<summary><b>🔒 Security Hardening</b></summary>

| Function | Description |
|----------|-------------|
| **SanitizeProjectRelativePath** | Rejects Windows absolute paths, normalizes slashes, collapses `//`, requires valid UE roots |
| **SanitizeAssetName** | Strips SQL injection patterns, invalid characters, enforces 64-char limit |
| **ValidateAssetCreationPath** | Combines folder + name validation |
| **IsValidAssetPath** | Rejects `:` (Windows drive letters) and consecutive slashes |

**TypeScript Security:**
- `src/utils/path-security.ts`: Collapse `//` normalization
- `src/utils/validation.ts`: SQL injection detection

</details>

<details>
<summary><b>🔒 String Escaping Fix</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/202">#202</a>)</summary>

| Issue | Fix |
|-------|-----|
| Incomplete string escaping in path handling | Added proper escaping for special characters |

</details>

### 🔧 Changed

<details>
<summary><b>🎮 UE 5.7 Compatibility Fixes</b></summary>

| Component | Change |
|-----------|--------|
| **WebSocket** | `GetProtocolType()` (FName) replaces `GetProtocolFamily()` (enum) |
| **SCS Save** | `McpSafeAssetSave` prevents recursive `FlushRenderingCommands` crashes |
| **PostProcessVolume** | Conditionally compiled (removed in 5.7) |
| **Niagara** | Initialize `GraphSource`/`NiagaraGraph` to prevent null graph crashes |

</details>

<details>
<summary><b>⚡ Performance & Infrastructure</b></summary>

| Change | Description |
|--------|-------------|
| **Memory Detection** | Windows `GlobalMemoryStatusEx` replaces heuristic detection |
| **Rate Limit** | `MaxAutomationRequestsPerMinute` raised 120 → 600 |
| **Logging** | Improved request/response logging with action name and filtered payload preview |
| **Blueprint Handler** | Variable name collision generates unique suffix, type validation before loading |

</details>

### 🛠️ Fixed

<details>
<summary><b>🐛 Various Fixes</b></summary>

| Fix | Description |
|-----|-------------|
| **~30 handlers** | Handlers that returned `nullptr` now return structured JSON |
| **Blueprint** | Unknown actions return explicit error instead of silent failure |
| **Level tools** | File existence checked before load, post-load path validation |
| **Eject handler** | Changed from stopping PIE to ejecting from possessed pawn |

</details>

### 📊 Statistics

- **Files Changed:** 83 files
- **Lines Added:** ~23,000
- **Lines Removed:** ~2,700
- **New Action Handlers:** ~200
- **New Handler Files:** 5

---

## 🏷️ [0.5.15] - 2026-02-06

> [!NOTE]
> ### 🌐 Network Configuration Release
> This release adds support for non-loopback binding in automation bridge settings, enabling LAN access configuration.

### ✨ Added

<details>
<summary><b>🌐 Non-Loopback Binding Support</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/193">#193</a>)</summary>

| Feature | Description |
|---------|-------------|
| **Non-Loopback Binding** | Automation bridge can now bind to non-loopback addresses (e.g., `0.0.0.0`) for LAN access |
| **Allow Non-Loopback Setting** | New `bAllowNonLoopback` setting in plugin configuration |
| **TypeScript Support** | Added `MCP_AUTOMATION_ALLOW_NON_LOOPBACK` environment variable |
| **Host Validation Tests** | New test suite for bridge host validation |

**Configuration:**
```env
# Enable LAN access
MCP_AUTOMATION_ALLOW_NON_LOOPBACK=true
MCP_AUTOMATION_HOST=0.0.0.0
```

**Security Note:** Only enable on trusted networks with appropriate firewall rules.

</details>

### 🔄 Dependencies

<details>
<summary><b>Dependabot Updates</b></summary>

| Package | Update | PR |
|---------|--------|-----|
| `github/codeql-action` | 4.32.1 → 4.32.2 | [#189](https://github.com/ChiR24/Unreal_mcp/pull/189) |
| Dependencies group | 2 updates | [#190](https://github.com/ChiR24/Unreal_mcp/pull/190) |

</details>

### 📊 Statistics

- **Files Changed:** 8 files
- **Lines Added:** ~270
- **Lines Removed:** ~10

---

## 🏷️ [0.5.14] - 2026-02-05

> [!IMPORTANT]
> ### 🔐 TLS & Network Security Release
> This release introduces TLS/SSL support for secure WebSocket connections (`wss://`), per-connection rate limiting, loopback-only network binding enforcement, and authentication state tracking for the Automation Bridge.

### 🛡️ Security

<details>
<summary><b>🔒 Loopback-Only Binding & Handshake Enforcement</b> (<code>70c2745</code>)</summary>

| Aspect | Details |
|--------|---------|
| **Severity** | 🚨 HIGH |
| **Loopback Binding** | Automation Bridge now only binds to loopback addresses (127.0.0.1 or ::1) |
| **Handshake Required** | Automation requests require completed `bridge_hello` handshake |

**C++ Plugin:**
- Rejects `0.0.0.0` and `::` bind attempts, falls back to `127.0.0.1` with warning
- Added `AuthenticatedSockets` tracking set in `McpConnectionManager`
- Unauthenticated sockets receive `HANDSHAKE_REQUIRED` error and connection close (code 4004)

**TypeScript Bridge:**
- Added `normalizeLoopbackHost()` to validate and enforce loopback addresses
- Non-loopback host values rejected with warning and fallback

</details>

### ✨ Added

<details>
<summary><b>🔐 TLS/SSL, Rate Limiting & Schema Validation</b> (<code>d2a94cf</code>)</summary>

| Feature | Description |
|---------|-------------|
| **TLS/SSL Support** | Full `wss://` WebSocket support with OpenSSL/TLS integration (TLS 1.2+) |
| **Rate Limiting** | Per-connection limits: configurable, defaults to disabled (0) for development |
| **Schema Validation** | New Zod schemas in `src/automation/message-schema.ts` for type-safe message parsing |

**New Plugin Settings:**
- `bEnableTls`, `TlsCertificatePath`, `TlsPrivateKeyPath` - TLS configuration
- `MaxMessagesPerMinute`, `MaxAutomationRequestsPerMinute` - Rate limit configuration

**C++ Implementation:**
- `InitializeTlsContext()`, `EstablishTls()`, `SendRaw()`, `RecvRaw()` - TLS-aware I/O
- Requires UE 5.7+ for native socket release; graceful fallback on older versions

**TypeScript Integration:**
- Added `rateLimitState` tracking with cleanup on connection close

</details>

### 🛠️ Fixed

<details>
<summary><b>🔧 TLS Memory Management</b> (<code>321206e</code>)</summary>

| Fix | Description |
|-----|-------------|
| **Struct Initialization** | Fixed `FParsedWebSocketUrl` member initialization order (Port using uninitialized `bUseTls`) |
| **SSL Context Ownership** | Added `bOwnsSslContext` to prevent double-free of client contexts owned by `ISslManager` |

</details>

<details>
<summary><b>🔧 Thread Safety & TLS Error Handling</b> (<code>6fd1553</code>)</summary>

| Fix | Description |
|-----|-------------|
| **Mutex Protection** | Added `SocketRateLimits` cleanup in `ForceReconnect` with proper mutex locking |
| **Declaration** | Moved `ShutdownTls()` declaration outside `WITH_SSL` guard for compilation compatibility |

</details>

<details>
<summary><b>🔧 Review Feedback Fixes</b> (<code>8987a3e</code>)</summary>

| Fix | Description |
|-----|-------------|
| **Duplicate Call** | Fixed duplicate `ActiveSockets.Empty()` call in connection manager |
| **TypeScript Cleanup** | Added `rateLimitState` cleanup in `closeAll()` method |

</details>

### 🔄 Dependencies

<details>
<summary><b>NPM Package Updates</b></summary>

| Package | Update | PR |
|---------|--------|-----|
| `@modelcontextprotocol/sdk` | 1.25.3 → 1.26.0 | [#187](https://github.com/ChiR24/Unreal_mcp/pull/187) |
| `mcp-client-capabilities` | Latest | [#186](https://github.com/ChiR24/Unreal_mcp/pull/186) |

</details>

<details>
<summary><b>GitHub Actions Updates</b></summary>

| Package | Update | PR |
|---------|--------|-----|
| `github/codeql-action` | 4.32.0 → 4.32.1 | [#185](https://github.com/ChiR24/Unreal_mcp/pull/185) |
| `actions/github-script` | 7.0.1 → 8.0.0 | [#184](https://github.com/ChiR24/Unreal_mcp/pull/184) |

</details>

---

## 🏷️ [0.5.13] - 2026-02-02

> [!IMPORTANT]
> ### 🛡️ Security & Compatibility Release
> This release includes multiple critical security fixes for command injection and path traversal vulnerabilities, along with full Unreal Engine 5.0 backward compatibility and WebSocket stability improvements.

### 🛡️ Security

<details>
<summary><b>🔒 Command Injection in UITools</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/144">#144</a>)</summary>

| Aspect | Details |
|--------|---------|
| **Severity** | 🚨 HIGH |
| **Vulnerability** | Command injection via unsanitized user input in widget creation |
| **Fix** | Added `sanitizeConsoleString()` and applied `sanitizeAssetName()` to all user-provided identifiers |
| **Contributors** | @google-labs-jules[bot] |

</details>

<details>
<summary><b>🔒 Command Injection in LevelTools</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/179">#179</a>)</summary>

| Aspect | Details |
|--------|---------|
| **Severity** | 🚨 HIGH |
| **Vulnerability** | Command injection via level names, event types, and game mode parameters |
| **Fix** | Added `sanitizeCommandArgument()` and applied to all console command parameters |
| **Contributors** | @google-labs-jules[bot] |

</details>

<details>
<summary><b>🔒 Path Traversal in Asset Listing</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/163">#163</a>)</summary>

| Aspect | Details |
|--------|---------|
| **Severity** | 🚨 HIGH |
| **Vulnerability** | Path traversal in `listAssets` via `filter.pathStartsWith` parameter |
| **Fix** | Applied `normalizeAndSanitizePath()` to GraphQL `listAssets` and asset handler `list` action |
| **Contributors** | @google-labs-jules[bot] |

</details>

### ✨ Added

<details>
<summary><b>🎮 Unreal Engine 5.0 Compatibility</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/183">#183</a>)</summary>

| Component | Description |
|-----------|-------------|
| **API Abstractions** | Version-guarded macros for Material, Niagara, AssetRegistry, Animation, and World Partition APIs |
| **Build System** | Made plugin dependencies optional with dynamic memory-based configuration |
| **Coverage** | 41 handler files updated with UE 5.0-5.7 compatibility |

**Compatibility Macros Added:**
- `MCP_GET_MATERIAL_EXPRESSIONS()` - Abstracts material expression access
- `MCP_DATALAYER_TYPE` / `MCP_DATALAYER_ASSET_TYPE` - Data layer type abstraction
- `MCP_ASSET_FILTER_CLASS_PATHS` - Asset registry filter abstraction
- `MCP_ASSET_DATA_GET_CLASS_PATH()` - FAssetData abstraction
- `MCP_NIAGARA_EMITTER_DATA_TYPE` - Niagara emitter abstraction

</details>

### 🛠️ Fixed

<details>
<summary><b>🔌 WebSocket Stability</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/180">#180</a>, <a href="https://github.com/ChiR24/Unreal_mcp/pull/181">#181</a>)</summary>

| Fix | Description |
|-----|-------------|
| **TOCTOU Race** | Fixed Time-of-Check-Time-of-Use race condition in ListenSocket shutdown |
| **Shutdown Hang** | Fixed WebSocket server blocking cook/package builds |
| **Version Compatibility** | Fixed `PendingReceived.RemoveAt()` API differences for UE 5.4+ |

**Contributors:** @kalihman

</details>

<details>
<summary><b>🔧 Resource Handlers</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/165">#165</a>)</summary>

- Fixed broken actors and level resource handlers
- Added missing actors and level resources to MCP resource list

**Contributors:** @kalihman

</details>

<details>
<summary><b>🔧 Other Fixes</b></summary>

| Fix | Description |
|-----|-------------|
| UE 5.7 | Resolved macro handling and ControlRig dynamic loading issues |
| UE 5.5 | Fixed API compatibility issues in handlers |
| UE 5.1 | Fixed `MaterialDomain.h` inclusion path |
| JSON | Refactored JSON handling in McpAutomationBridge |

</details>

### 🧪 Testing

- Added security regression tests for UITools, LevelTools, and asset handlers

### 🔄 Dependencies

<details>
<summary><b>GitHub Actions Updates</b></summary>

| Package | Update | PR |
|---------|--------|-----|
| `release-drafter/release-drafter` | 6.1.1 → 6.2.0 | [#160](https://github.com/ChiR24/Unreal_mcp/pull/160) |
| `actions/checkout` | 6.0.1 → 6.0.2 | [#161](https://github.com/ChiR24/Unreal_mcp/pull/161) |
| `github/codeql-action` | 4.31.10 → 4.32.0 | [#168](https://github.com/ChiR24/Unreal_mcp/pull/168), [#170](https://github.com/ChiR24/Unreal_mcp/pull/170) |
| `google-github-actions/run-gemini-cli` | Latest | [#177](https://github.com/ChiR24/Unreal_mcp/pull/177) |

</details>

<details>
<summary><b>NPM Package Updates</b></summary>

| Package | Update | PR |
|---------|--------|-----|
| `@modelcontextprotocol/sdk` | Latest | [#154](https://github.com/ChiR24/Unreal_mcp/pull/154) |
| `hono` | 4.11.4 → 4.11.7 | [#173](https://github.com/ChiR24/Unreal_mcp/pull/173) |
| `@types/node` | Various updates | [#158](https://github.com/ChiR24/Unreal_mcp/pull/158), [#162](https://github.com/ChiR24/Unreal_mcp/pull/162), [#175](https://github.com/ChiR24/Unreal_mcp/pull/175) |

</details>

---

## 🏷️ [0.5.12] - 2026-01-15

> [!NOTE]
> ### 🔧 Handler Synchronization Release
> This release focuses on synchronizing TypeScript handler parameters with C++ handlers and dependency updates.

### 🛠️ Fixed

<details>
<summary><b>🔧 TS Handler Parameter Sync</b> (<code>5953232</code>)</summary>

- Synchronized TypeScript handler parameters with C++ handlers for consistency
- Fixed parameter mapping issues between TS and C++ layers

</details>

### 🔄 Dependencies

<details>
<summary><b>GitHub Actions Updates</b></summary>

| Package | Update | PR |
|---------|--------|-----|
| `release-drafter/release-drafter` | 6.1.0 → 6.1.1 | [#141](https://github.com/ChiR24/Unreal_mcp/pull/141) |
| `google-github-actions/run-gemini-cli` | Latest | [#142](https://github.com/ChiR24/Unreal_mcp/pull/142) |

</details>

<details>
<summary><b>NPM Package Updates</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/143">#143</a>)</summary>

| Package | Update |
|---------|--------|
| `@types/node` | Various dev dependency updates |

</details>

---

## 🏷️ [0.5.11] - 2026-01-12

> [!IMPORTANT]
> ### 🛡️ Security Hardening & UE 5.7 Compatibility
> This release includes multiple critical security fixes for path traversal and command injection vulnerabilities, along with UE 5.7 Interchange compatibility fixes.

### 🛡️ Security

<details>
<summary><b>🔒 Path Traversal in Asset Import</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/125">#125</a>)</summary>

| Aspect | Details |
|--------|---------|
| **Severity** | 🚨 CRITICAL |
| **Vulnerability** | Path traversal in asset import functionality |
| **Fix** | Added path sanitization and validation |

</details>

<details>
<summary><b>🔒 Command Injection Bypass</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/122">#122</a>)</summary>

| Aspect | Details |
|--------|---------|
| **Severity** | 🚨 CRITICAL |
| **Vulnerability** | Command injection bypass via flexible whitespace |
| **Fix** | Enhanced command validation to detect and block bypass attempts |

</details>

<details>
<summary><b>🔒 Path Traversal in Screenshots</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/120">#120</a>)</summary>

| Aspect | Details |
|--------|---------|
| **Severity** | 🚨 HIGH |
| **Vulnerability** | Path traversal in screenshot filenames |
| **Fix** | Implemented filename sanitization and path validation |

</details>

<details>
<summary><b>🔒 Path Traversal in GraphQL</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/135">#135</a>)</summary>

| Aspect | Details |
|--------|---------|
| **Severity** | 🚨 HIGH |
| **Vulnerability** | Path traversal in GraphQL resolvers |
| **Fix** | Added input sanitization for GraphQL resolver paths |

</details>

<details>
<summary><b>🔒 GraphQL CORS Configuration</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/118">#118</a>)</summary>

| Aspect | Details |
|--------|---------|
| **Severity** | 🚨 MEDIUM |
| **Vulnerability** | Insecure GraphQL CORS configuration |
| **Fix** | Implemented secure CORS policy |

</details>

<details>
<summary><b>🔒 Enhanced Command Validation</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/113">#113</a>)</summary>

| Aspect | Details |
|--------|---------|
| **Severity** | 🚨 HIGH |
| **Vulnerability** | Command injection bypasses |
| **Fix** | Enhanced validation patterns to prevent injection bypasses |

</details>

### 🛠️ Fixed

<details>
<summary><b>🐛 UE 5.7 Asset Import Crash</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/138">#138</a>)</summary>

| Fix | Description |
|-----|-------------|
| **Interchange Compatibility** | Deferred asset import to next tick for UE 5.7 Interchange compatibility |
| **Name Sanitization** | Improved asset import robustness and name sanitization |

**Closes [#137](https://github.com/ChiR24/Unreal_mcp/issues/137)**

</details>

### 🔄 Dependencies

<details>
<summary><b>NPM Package Updates</b></summary>

| Package | Update | PR |
|---------|--------|-----|
| `@modelcontextprotocol/sdk` | 1.25.1 → 1.25.2 | [#119](https://github.com/ChiR24/Unreal_mcp/pull/119) |
| `hono` | 4.11.1 → 4.11.4 | [#129](https://github.com/ChiR24/Unreal_mcp/pull/129) |
| `@types/node` | Various updates | [#130](https://github.com/ChiR24/Unreal_mcp/pull/130), [#133](https://github.com/ChiR24/Unreal_mcp/pull/133), [#134](https://github.com/ChiR24/Unreal_mcp/pull/134) |

</details>

<details>
<summary><b>GitHub Actions Updates</b></summary>

| Package | Update | PR |
|---------|--------|-----|
| `github/codeql-action` | 4.31.9 → 4.31.10 | [#126](https://github.com/ChiR24/Unreal_mcp/pull/126) |
| `actions/setup-node` | 6.1.0 → 6.2.0 | [#133](https://github.com/ChiR24/Unreal_mcp/pull/133) |
| `dependabot/fetch-metadata` | 2.4.0 → 2.5.0 | [#114](https://github.com/ChiR24/Unreal_mcp/pull/114) |

</details>

---

## 🏷️ [0.5.10] - 2026-01-04

> [!IMPORTANT]
> ### 🚀 Context Reduction Initiative & Spline System
> This release implements the **Context Reduction Initiative** (Phases 48-53), reducing AI context overhead from ~78,000 to ~25,000 tokens, and adds a complete **Spline System** (Phase 26) with 21 new actions. ([#107](https://github.com/ChiR24/Unreal_mcp/pull/107), [#105](https://github.com/ChiR24/Unreal_mcp/pull/105))

### ✨ Added

<details>
<summary><b>🛤️ Spline System (Phase 26)</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/105">#105</a>)</summary>

New `manage_splines` tool with 21 actions for spline-based content creation:

| Category | Actions |
|----------|---------|
| **Creation** | `create_spline_actor`, `add_spline_point`, `remove_spline_point`, `set_spline_point` |
| **Properties** | `set_closed_loop`, `set_spline_type`, `set_tangent`, `get_spline_info` |
| **Mesh Components** | `create_spline_mesh`, `set_mesh_asset`, `set_spline_mesh_axis`, `set_spline_mesh_material` |
| **Scattering** | `create_mesh_along_spline`, `set_scatter_spacing`, `randomize_scatter` |
| **Quick Templates** | `create_road_spline`, `create_river_spline`, `create_fence_spline`, `create_wall_spline`, `create_cable_spline`, `create_pipe_spline` |
| **Utility** | `get_splines_info` |

**C++ Implementation:**
- `McpAutomationBridge_SplineHandlers.cpp` (1,512 lines)
- Full UE5 Spline API integration with `USplineComponent` and `USplineMeshComponent`

</details>

<details>
<summary><b>🔧 Pipeline Management Tool</b></summary>

New `manage_pipeline` tool for dynamic tool category management:

| Action | Description |
|--------|-------------|
| `set_categories` | Enable specific tool categories (core, world, authoring, gameplay, utility, all) |
| `list_categories` | Show available categories and their tools |
| `get_status` | View current state and tool counts |

**MCP Capability:**
- Server advertises `capabilities.tools.listChanged: true`
- Client capability detection via `mcp-client-capabilities` package
- Backward compatible: clients without `listChanged` support get ALL tools

</details>

### 🔧 Changed

<details>
<summary><b>📉 Context Reduction Initiative (Phases 48-53)</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/107">#107</a>)</summary>

| Phase | Description | Token Reduction |
|-------|-------------|-----------------|
| **Phase 48** | Schema Pruning - Condensed all 35+ tool descriptions to 1-2 sentences | ~23,000 |
| **Phase 49** | Common Schema Extraction - Shared schemas for paths, names, locations | ~8,000 |
| **Phase 50** | Dynamic Tool Loading - Category-based filtering | ~50,000 (when using filtering) |
| **Phase 53** | Strategic Tool Merging - Consolidated 4 tools | ~10,000 |

**Total Potential Reduction: ~91,000 tokens**

**Common Schemas Added:**
- `assetPath`, `actorName`, `location`, `rotation`, `scale`, `save`, `overwrite`
- `standardResponse` for consistent output formatting
- Helper functions: `createOutputSchema()`, `actionDescription()`

</details>

<details>
<summary><b>🔀 Tool Consolidation (Phase 53)</b></summary>

| Deprecated Tool | Merged Into | Actions Moved |
|-----------------|-------------|---------------|
| `manage_blueprint_graph` | `manage_blueprint` | 11 graph actions |
| `manage_audio_authoring` | `manage_audio` | 30 authoring actions |
| `manage_niagara_authoring` | `manage_effect` | 36 authoring actions |
| `manage_animation_authoring` | `animation_physics` | 45 authoring actions |

**Benefits:**
- Reduced tool count: 38 → 35
- Simplified tool discovery for AI assistants
- Backward compatible: deprecated tools still work with once-per-session warnings
- Action routing uses parameter sniffing to resolve conflicts

</details>

### ⚠️ Deprecated

- `manage_blueprint_graph` - Use `manage_blueprint` with graph actions instead
- `manage_audio_authoring` - Use `manage_audio` with authoring actions instead
- `manage_niagara_authoring` - Use `manage_effect` with authoring actions instead
- `manage_animation_authoring` - Use `animation_physics` with authoring actions instead

### 📊 Statistics

- **Files Changed:** 20
- **Lines Added:** 4,541
- **Lines Removed:** 3,555
- **Net Change:** +986 lines
- **New C++ Handler:** 1,512 lines (`McpAutomationBridge_SplineHandlers.cpp`)
- **New TS Handler:** 169 lines (`spline-handlers.ts`)
- **Common Schemas Added:** 50+ reusable schema definitions

### 🔗 Related Issues

Closes [#104](https://github.com/ChiR24/Unreal_mcp/issues/104), [#106](https://github.com/ChiR24/Unreal_mcp/issues/106), [#108](https://github.com/ChiR24/Unreal_mcp/issues/108), [#109](https://github.com/ChiR24/Unreal_mcp/issues/109), [#111](https://github.com/ChiR24/Unreal_mcp/issues/111)

---

## 🏷️ [0.5.9] - 2026-01-03

> [!IMPORTANT]
> ### 🎮 Major Feature Release
> This release introduces **15+ new automation tools** with comprehensive handlers for Navigation, Volumes, Level Structure, Sessions, Game Framework, and complete game development systems. ([#53](https://github.com/ChiR24/Unreal_mcp/pull/53))

### 🛡️ Security

<details>
<summary><b>🔒 Fix Arbitrary File Read in LogTools</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/103">#103</a>)</summary>

| Aspect | Details |
|--------|---------|
| **Severity** | 🚨 CRITICAL |
| **Vulnerability** | Arbitrary file read via `logPath` parameter |
| **Impact** | Attackers could read any file on the system by manipulating the `logPath` override |
| **Fix** | Validated that `logPath` ends with `.log` and is within `Saved/Logs` directory |

**Protections Added:**
- Enforced `.log` extension requirement
- Restricted to `Saved/Logs` directory (CWD or UE_PROJECT_PATH)
- Added path traversal and sibling directory attack protection

</details>

### ✨ Added

<details>
<summary><b>🛠️ New Automation Tools</b></summary>

| Tool | Description |
|------|-------------|
| `manage_navigation` | NavMesh configuration, Nav Modifiers, Nav Links, pathfinding control |
| `manage_volumes` | 18 volume types (Trigger, Blocking, Audio, Physics, Navigation, Streaming) |
| `manage_level_structure` | World Partition, HLOD, Data Layers, Level Blueprints |
| `manage_sessions` | Split-screen, LAN play, Voice Chat configuration |
| `manage_game_framework` | GameMode, GameState, PlayerController, match flow |
| `manage_skeleton` | Bone manipulation, sockets, physics assets |
| `manage_material_authoring` | Material expressions, landscape materials |
| `manage_texture` | Texture creation, compression, virtual texturing |
| `manage_animation_authoring` | AnimBP, Control Rig, IK Rig, Retargeter |
| `manage_niagara_authoring` | Niagara systems, modules, parameters |
| `manage_gas` | Gameplay Ability System (Abilities, Effects, Attributes) |
| `manage_character` | Character creation, movement, locomotion |
| `manage_combat` | Weapons, projectiles, damage, melee combat |
| `manage_ai` | EQS, Perception, State Trees, Smart Objects |
| `manage_inventory` | Items, equipment, loot tables, crafting |
| `manage_interaction` | Interactables, destructibles, triggers |
| `manage_widget_authoring` | UMG widgets, layout, styling |
| `manage_networking` | Replication, RPCs, network prediction |
| `manage_audio_authoring` | MetaSounds, sound classes, dialogue |

</details>

### 🔧 Changed

<details>
<summary><b>Build & Infrastructure Improvements</b></summary>

| Change | Description |
|--------|-------------|
| Bounded Directory Search | Replaced unbounded recursive search with bounded depth search (3-4 levels) |
| Property Management | Enhanced property management across all automation handlers |
| Connection Manager | Added `IsReconnectPending()` method to McpConnectionManager |
| State Machine | Improved state machine creation with enhanced error handling |

</details>

### 📊 Statistics

- **New Tools:** 15+
- **New C++ Handler Files:** 20+

---

## 🏷️ [0.5.8] - 2026-01-02

> [!IMPORTANT]
> ### 🛡️ Security Release
> Critical security fix for path traversal vulnerability and material graph parameter improvements.

### 🛡️ Security

<details>
<summary><b>🔒 Fix Path Traversal in INI Reader</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/48">#48</a>)</summary>

| Aspect | Details |
|--------|---------|
| **Severity** | 🚨 CRITICAL |
| **Vulnerability** | Path traversal in `getProjectSetting()` |
| **Impact** | Attackers could access arbitrary files by injecting `../` sequences into the category parameter |
| **Fix** | Added strict regex validation `^[a-zA-Z0-9_-]+$` to `cleanCategory` in `src/utils/ini-reader.ts` |

</details>

### 🛠️ Fixed

<details>
<summary><b>Material Graph Parameter Mapping</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/50">#50</a>)</summary>

| Schema Parameter | C++ Handler Expected | Status |
|------------------|---------------------|--------|
| `fromNodeId` | `sourceNodeId` | ✅ Auto-mapped |
| `toNodeId` | `targetNodeId` | ✅ Auto-mapped |
| `toPin` | `inputName` | ✅ Auto-mapped |

Closes [#49](https://github.com/ChiR24/Unreal_mcp/issues/49)

</details>

---

## 🏷️ [0.5.7] - 2026-01-01

> [!IMPORTANT]
> ### 🛡️ Security Release
> Critical security fix for Python execution bypass vulnerability.

### 🛡️ Security

<details>
<summary><b>🔒 Fix Python Execution Bypass</b> (<code>e16dab0</code>)</summary>

| Aspect | Details |
|--------|---------|
| **Severity** | 🚨 CRITICAL |
| **Vulnerability** | Python execution restriction bypass |
| **Impact** | Attackers could execute arbitrary Python code by using tabs instead of spaces after the `py` command |
| **Fix** | Updated `CommandValidator` to use regex `^py(?:\s|$)` which correctly matches `py` followed by any whitespace |

</details>

### 🔧 Changed

<details>
<summary><b>Release Process Improvements</b></summary>

- Removed automatic git tag creation from release workflow
- Updated release summary instructions for manual tag management

</details>

### 🔄 Dependencies

<details>
<summary><b>Package Updates</b></summary>

| Package | Update | Type |
|---------|--------|------|
| `zod` | 4.2.1 → 4.3.4 | Minor |
| `qs` | 6.14.0 → 6.14.1 | Patch (indirect) |
| `github/codeql-action` | 3.28.1 → 4.31.9 | Major |

</details>

---

## 🏷️ [0.5.6] - 2025-12-30

> [!IMPORTANT]
> ### 🛡️ Type Safety Milestone
> This release achieves **near-zero `any` type usage** across the entire codebase. All tool interfaces, handlers, automation bridge, GraphQL resolvers, and WASM integration now use strict TypeScript types with `unknown` and proper type guards.

### ✨ Added

<details>
<summary><b>📐 New Zod Schema Infrastructure</b></summary>

| File | Description |
|------|-------------|
| `src/schemas/primitives.ts` | 261 lines of Zod schemas for Vector3, Rotator, Transform, Color, etc. |
| `src/schemas/responses.ts` | 380 lines of response validation schemas |
| `src/schemas/parser.ts` | 167 lines of safe parsing utilities with type guards |
| `src/schemas/index.ts` | 173 lines of unified schema exports |

**Total:** 981 lines of new type-safe schema infrastructure

</details>

<details>
<summary><b>🔧 Type-Safe Argument Helpers</b> (<code>d5e6d1e</code>)</summary>

New extraction functions in `argument-helper.ts`:

| Function | Description |
|----------|-------------|
| `extractString(params, key)` | Extract required string with assertion |
| `extractOptionalString(params, key)` | Extract optional string |
| `extractNumber(params, key)` | Extract required number with assertion |
| `extractOptionalNumber(params, key)` | Extract optional number |
| `extractBoolean(params, key)` | Extract required boolean with assertion |
| `extractOptionalBoolean(params, key)` | Extract optional boolean |
| `extractArray<T>(params, key, validator?)` | Extract typed array with optional validation |
| `extractOptionalArray<T>(params, key, validator?)` | Extract optional array |
| `normalizeArgsTyped(args, configs)` | Returns `NormalizedArgs` interface with accessor methods |

**NormalizedArgs Interface:**
- `getString(key)`, `getOptionalString(key)`
- `getNumber(key)`, `getOptionalNumber(key)`
- `getBoolean(key)`, `getOptionalBoolean(key)`
- `get(key)` for raw `unknown` access
- `raw()` for full object access

</details>

<details>
<summary><b>🔌 WASM Module Interface</b> (<code>d5e6d1e</code>)</summary>

Defined structured `WASMModule` interface replacing `any`:

```typescript
interface WASMModule {
  PropertyParser?: new () => { parse_properties(json, maxDepth) };
  TransformCalculator?: new () => { composeTransform, decomposeMatrix };
  Vector?: new (x, y, z) => { x, y, z, add(other) };
  DependencyResolver?: new () => { analyzeDependencies, calculateDepth, ... };
}
```

</details>

<details>
<summary><b>📝 Automation Bridge Types</b> (<code>f97b008</code>)</summary>

| Type | Location | Description |
|------|----------|-------------|
| `QueuedRequestItem` | `automation/types.ts` | Typed interface for queued request items |
| `ASTFieldNode` | `graphql/resolvers.ts` | GraphQL AST node types for parseLiteral |
| `ASTNode` | `graphql/resolvers.ts` | Typed AST parsing |

</details>

### 🔧 Changed

<details>
<summary><b>🎯 Tool Interfaces Refactored</b> (<code>d5e6d1e</code>)</summary>

**ITools Interface - Replaced all `any` with concrete types:**

| Property | Before | After |
|----------|--------|-------|
| `materialTools` | `any` | `MaterialTools` |
| `niagaraTools` | `any` | `NiagaraTools` |
| `animationTools` | `any` | `AnimationTools` |
| `physicsTools` | `any` | `PhysicsTools` |
| `lightingTools` | `any` | `LightingTools` |
| `debugTools` | `any` | `DebugVisualizationTools` |
| `performanceTools` | `any` | `PerformanceTools` |
| `audioTools` | `any` | `AudioTools` |
| `uiTools` | `any` | `UITools` |
| `introspectionTools` | `any` | `IntrospectionTools` |
| `engineTools` | `any` | `EngineTools` |
| `behaviorTreeTools` | `any` | `BehaviorTreeTools` |
| `logTools` | `any` | `LogTools` |
| `inputTools` | `any` | `InputTools` |
| Index signature | `[key: string]: any` | `[key: string]: unknown` |

**StandardActionResponse:**
- Changed `StandardActionResponse<T = any>` → `StandardActionResponse<T = unknown>`

**IBlueprintTools:**
- `operations: any[]` → `operations: Array<Record<string, unknown>>`
- `defaultValue?: any` → `defaultValue?: unknown`
- `propertyValue: any` → `propertyValue: unknown`

**IAssetResources:**
- `list(): Promise<any>` → `list(): Promise<Record<string, unknown>>`

</details>

<details>
<summary><b>🔷 GraphQL Resolvers Type Safety</b> (<code>f97b008</code>, <code>fa4dddc</code>)</summary>

All scalar resolvers now use typed parameters:

| Scalar | Before | After |
|--------|--------|-------|
| `Vector.serialize` | `(value: any)` | `(value: unknown)` |
| `Rotator.serialize` | `(value: any)` | `(value: unknown)` |
| `Transform.parseLiteral` | `(ast: any)` | `(ast: ASTNode)` |
| `JSON.parseLiteral` | `(ast: any)` | `(ast: ASTNode): unknown` |

**Internal interfaces typed:**
- `Asset.metadata?: Record<string, any>` → `Record<string, unknown>`
- `Actor.properties?: Record<string, any>` → `Record<string, unknown>`
- `Blueprint.defaultValue?: any` → `unknown`

</details>

<details>
<summary><b>🌐 Automation Bridge Type Safety</b> (<code>f97b008</code>)</summary>

| Location | Before | After |
|----------|--------|-------|
| `onError` callback | `(err: any)` | `(err: unknown)` |
| `onHandshakeFail` callback | `(err: any)` | `(err: Record<string, unknown>)` |
| `catch` block | `catch (err: any)` | `catch (err: unknown)` with type guard |
| `onMessage` handler | `(data: any)` | `(data: Buffer \| string)` |
| `queuedRequestItems` | inline type with `any` | `QueuedRequestItem[]` |

</details>

<details>
<summary><b>🔌 WASM Integration Type Safety</b> (<code>d5e6d1e</code>)</summary>

| Method | Before | After |
|--------|--------|-------|
| `parseProperties()` | `Promise<any>` | `Promise<unknown>` |
| `analyzeDependencies()` | `Promise<any>` | `Promise<unknown>` |
| `fallbackParseProperties()` | `any` | `unknown` |
| `fallbackAnalyzeDependencies()` | `any` | `Record<string, unknown>` |
| `globalThis.fetch` patch | `(globalThis as any).fetch` | Typed with `GlobalThisWithFetch` |
| Error handling | `(error as any)?.code` | `(error as Record<string, unknown>)?.code` |

</details>

<details>
<summary><b>📊 Handler Types Expanded</b> (<code>d5e6d1e</code>)</summary>

`src/types/handler-types.ts` expanded with 147+ lines of new typed interfaces for all handler argument types.

</details>

### 🛠️ Fixed

<details>
<summary><b>✅ extractOptionalArray Behavior</b> (<code>f97b008</code>)</summary>

- Now returns `undefined` (instead of throwing) when value is not an array
- Documented behavior: graceful fallback for type mismatches
- Allows handlers to use default behavior when optional arrays are invalid

</details>

### 📊 Statistics

- **Files Changed:** 70 source files
- **Lines Added:** 3,806
- **Lines Removed:** 1,816
- **Net Change:** +1,990 lines (mostly type definitions)
- **New Schema Files:** 4 (981 lines total)
- **`any` → `unknown` Replacements:** 100+ occurrences

### 🔄 Dependencies

<details>
<summary><b>GitHub Actions Updates</b></summary>

| Package | Update | PR |
|---------|--------|-----|
| `actions/first-interaction` | 1.3.0 → 3.1.0 | [#38](https://github.com/ChiR24/Unreal_mcp/pull/38) |
| `actions/labeler` | 5.0.0 → 6.0.1 | Dependabot |
| `github/codeql-action` | SHA update | Dependabot |
| `release-drafter/release-drafter` | SHA update | Dependabot |
| Dev dependencies group | 2 updates | Dependabot |

</details>

---

## 🏷️ [0.5.5] - 2025-12-29

> [!NOTE]
> ### 📝 Quality & Validation Release
> This release focuses on **input validation**, **structured logging**, and **developer experience** improvements. WebSocket connections now enforce message size limits, Blueprint graph editing supports user-friendly node names, and all tools use structured logging.

### ✨ Added

<details>
<summary><b>🔌 WebSocket Message Size Limits</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/36">#36</a>)</summary>

| Feature | Description |
|---------|-------------|
| **Max Message Size** | 5MB limit for WebSocket frames and accumulated messages |
| **Close Code 1009** | Connections close with standard "Message Too Big" code when exceeded |
| **Fragment Accumulation** | Size checks applied during fragmented message assembly |

**C++ Changes:**
- Added `MaxWebSocketMessageBytes` (5MB) and `MaxWebSocketFramePayloadBytes` constants
- Implemented size validation at frame receive, fragment accumulation, and initial payload
- Proper teardown with `WebSocketCloseCodeMessageTooBig` (1009)

</details>

<details>
<summary><b>🔷 Blueprint Node Type Aliases</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/37">#37</a>)</summary>

User-friendly node names now map to internal K2Node classes:

| Alias | K2Node Class |
|-------|-------------|
| `Branch` | `K2Node_IfThenElse` |
| `Sequence` | `K2Node_ExecutionSequence` |
| `ForLoop` | `K2Node_ForLoop` |
| `ForLoopWithBreak` | `K2Node_ForLoopWithBreak` |
| `WhileLoop` | `K2Node_WhileLoop` |
| `Switch` | `K2Node_SwitchInteger` |
| `Select` | `K2Node_Select` |
| `DoOnce`, `DoN`, `FlipFlop`, `Gate`, `MultiGate` | Flow control nodes |
| `SpawnActorFromClass`, `GetAllActorsOfClass` | Actor manipulation |
| `Timeline`, `MakeArray`, `MakeStruct`, `BreakStruct` | Data/utility nodes |

**C++ & TypeScript Sync:**
- `BLUEPRINT_NODE_ALIASES` map in `graph-handlers.ts`
- `NodeTypeAliases` map in `McpAutomationBridge_BlueprintGraphHandlers.cpp`

</details>

<details>
<summary><b>🌳 Behavior Tree Generic Node Types</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/37">#37</a>)</summary>

| Node Type | Default Class | Category |
|-----------|---------------|----------|
| `Task` | `BTTask_Wait` | task |
| `Decorator` / `Blackboard` | `BTDecorator_Blackboard` | decorator |
| `Service` / `DefaultFocus` | `BTService_DefaultFocus` | service |
| `Composite` | `BTComposite_Sequence` | composite |

Aliases for common BT nodes: `Wait`, `MoveTo`, `PlaySound`, `Cooldown`, `Loop`, `TimeLimit`, `Selector`, etc.

</details>

<details>
<summary><b>📊 show_stats Action</b></summary>

New `show_stats` action in `system_control` tool:
- Toggle engine stats display (`stat Unit`, `stat FPS`, etc.)
- Parameters: `category` (string), `enabled` (boolean)

</details>

### 🔧 Changed

<details>
<summary><b>📋 Structured Logging</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/36">#36</a>)</summary>

Replaced `console.error`/`console.warn` with structured `Logger` across all tools:

| File | Change |
|------|--------|
| `actors.ts` | WASM debug logging |
| `debug.ts` | Viewmode stability warnings |
| `dynamic-handler-registry.ts` | Handler overwrite warnings |
| `editor.ts` | Removed commented debug logs |
| `physics.ts` | Improved error handling with fallback mesh resolution |

</details>

<details>
<summary><b>🎯 Handler Response Improvements</b></summary>

| Handler | Change |
|---------|--------|
| `actor-handlers.ts` | Returns clean responses without `ResponseFactory.success()` wrapping |
| `blueprint-handlers.ts` | Includes `blueprintPath` in responses |
| `environment.ts` | Changed default snapshot path to `./tmp/unreal-mcp/` |

</details>

### 🛠️ Fixed

<details>
<summary><b>✅ Input Validation Enhancements</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/37">#37</a>)</summary>

| Handler | Validation Added |
|---------|------------------|
| `editor-handlers.ts` | Viewport resolution requires positive numbers |
| `asset-handlers.ts` | Folder paths must start with `/` |
| `lighting-handlers.ts` | Valid light types: `point`, `directional`, `spot`, `rect`, `sky` |
| `lighting-handlers.ts` | Valid GI methods: `lumen`, `screenspace`, `none`, `raytraced`, `ssgi` |
| `performance-handlers.ts` | Valid profiling types with clear error messages |
| `performance-handlers.ts` | Scalability levels clamped to 0-4 range |
| `system-handlers.ts` | Quality level clamped to 0-4 range |

</details>

<details>
<summary><b>🔧 WASM Binding Patching</b> (<code>7cc602a</code>)</summary>

- Fixed TOCTOU (Time-of-Check-Time-of-Use) race condition in `patch-wasm.js`
- Uses atomic file operations with file descriptors (`openSync`, `ftruncateSync`, `writeSync`)
- Proper error handling for missing WASM files

</details>

### 🗑️ Removed

<details>
<summary><b>🧹 Code Cleanup</b></summary>

| Removed | Lines | Reason |
|---------|-------|--------|
| `src/types/responses.ts` content | 355 | Obsolete response type definitions |
| `scripts/validate-server.js` | 46 | Unused validation script |
| `scripts/verify-automation-bridge.js` | 177 | Unused functions and broken code |

</details>

### 📊 Statistics

- **Files Changed:** 28+ source files
- **Lines Removed:** 436 (cleanup)
- **Lines Added:** 283 (validation + features)
- **New Node Aliases:** 30+ Blueprint, 20+ Behavior Tree

---

## 🏷️ [0.5.4] - 2025-12-27

> [!IMPORTANT]
> ### 🛡️ Security Release
> This release focuses on **security hardening** and **defensive improvements** across the entire stack, including command injection prevention, network isolation, and resource management.

### 🛡️ Security & Command Hardening

<details>
<summary><b>UBT Validation & Safe Execution</b></summary>

| Feature | Description |
|---------|-------------|
| **UBT Argument Validation** | Added `validateUbtArgumentsString` and `tokenizeArgs` to block dangerous characters (`;`, `|`, backticks) |
| **Safe Process Spawning** | Updated child process spawning to use `shell: false`, preventing shell injection attacks |
| **Console Command Validation** | Implemented strict input validation for the Unreal Automation Bridge to block chained or multi-line commands |
| **Argument Quoting** | Improved logging and execution logic to correctly quote arguments containing spaces |

</details>

### 🌐 Network & Host Binding

<details>
<summary><b>Localhost Default & Remote Configuration</b></summary>

| Feature | Description |
|---------|-------------|
| **Localhost Default** | WebSocket, Metrics, and GraphQL servers now bind to `127.0.0.1` by default |
| **Remote Exposure Prevention** | Prevents accidental remote exposure of services |
| **GRAPHQL_ALLOW_REMOTE** | Added environment variable check for explicit remote binding configuration |
| **Security Warnings** | Warnings logged for unsafe/permissive network settings |

</details>

### 🚦 Resource Management

<details>
<summary><b>Rate Limiting & Queue Management</b></summary>

| Feature | Description |
|---------|-------------|
| **IP-Based Rate Limiting** | Implemented rate limiting on the metrics server |
| **Queue Limits** | Introduced `maxQueuedRequests` to automation bridge to prevent memory exhaustion |
| **Message Size Enforcement** | Enforced `MAX_WS_MESSAGE_SIZE_BYTES` for WebSocket connections to reject oversized payloads |

</details>

### 🧪 Testing & Cleanup

<details>
<summary><b>Test Updates & File Cleanup</b></summary>

| Change | Description |
|--------|-------------|
| **Path Sanitization Tests** | Modified validation tests to verify path sanitization and expect errors for traversal attempts |
| **Removed Legacy Tests** | Removed outdated test files (`run-unreal-tool-tests.mjs`, `test-asset-errors.mjs`) |
| **Response Logging** | Implemented better response logging in the test runner |

</details>

### 🔄 Dependencies

- **dependencies group**: Bumped 2 updates via @dependabot ([#33](https://github.com/ChiR24/Unreal_mcp/pull/33))

---

## 🏷️ [0.5.3] - 2025-12-21

> [!IMPORTANT]
> ### 🔄 Major Enhancements
> - **Dynamic Type Discovery** - New runtime introspection for lights, debug shapes, and sequencer tracks
> - **Metrics Rate Limiting** - Per-IP rate limiting (60 req/min) on Prometheus endpoint
> - **Centralized Class Configuration** - Unified Unreal Engine class aliases
> - **Enhanced Type Safety** - Comprehensive TypeScript interfaces replacing `any` types

### ✨ Added

<details>
<summary><b>🔍 Dynamic Discovery & Engine Handlers</b></summary>

| Feature | Description |
|---------|-------------|
| **list_light_types** | Discovers all available light class types at runtime |
| **list_debug_shapes** | Enumerates supported debug shape types |
| **list_track_types** | Lists all sequencer track types available in the engine |
| **Heuristic Resolution** | Improved C++ handlers use multiple naming conventions and inheritance validation |
| **Vehicle Type Support** | Expanded vehicle type from union to string for flexibility |

**C++ Changes:**
- `McpAutomationBridge_LightingHandlers.cpp` - Runtime `ResolveUClass` for lights
- `McpAutomationBridge_SequenceHandlers.cpp` - Runtime resolution for tracks
- Added `UObjectIterator.h` for dynamic type scanning
- Unified spawn/track-creation flows
- Removed editor/PIE branching logic

</details>

<details>
<summary><b>⚙️ Tooling & Configuration</b></summary>

| Feature | Description |
|---------|-------------|
| **class-aliases.ts** | Centralized Unreal Engine class name mappings |
| **handler-types.ts** | Comprehensive TypeScript interfaces (ActorArgs, EditorArgs, LightingArgs, etc.) |
| **timeout constants** | Command-specific operation timeouts in constants.ts |
| **listDebugShapes()** | Programmatic access in DebugVisualizationTools |

**Type System:**
- Geometry types: Vector3, Rotator, Transform
- Required-component lookups
- Centralized class-alias mappings

</details>

<details>
<summary><b>📈 Metrics Server Enhancements</b></summary>

| Feature | Description |
|---------|-------------|
| **Rate Limiting** | Per-IP limit of 60 requests/minute |
| **Server Lifecycle** | Returns instance for better management |
| **Error Handling** | Improved internal error handling |

</details>

<details>
<summary><b>📚 Documentation & DX</b></summary>

| Feature | Description |
|---------|-------------|
| **handler-mapping.md** | Updated with new discovery actions |
| **README.md** | Clarified WASM build instructions |
| **Tool Definitions** | Synchronized with new discovery actions |

</details>

### 🔧 Changed

<details>
<summary><b>Handler Type Safety & Logic</b></summary>

**src/tools/handlers/common-handlers.ts:**
- Replaced `any` typings with strict `HandlerArgs`/`LocationInput`/`RotationInput`
- Added automation-bridge connectivity validation
- Enhanced location/rotation normalization with type guards

**Specialized Handlers:**
- `actor-handlers.ts` - Applied typed handler-args
- `asset-handlers.ts` - Improved argument normalization
- `blueprint-handlers.ts` - Added new action cases
- `editor-handlers.ts` - Enhanced default handling
- `effect-handlers.ts` - Added `list_debug_shapes`
- `graph-handlers.ts` - Improved validation
- `level-handlers.ts` - Type-safe operations
- `lighting-handlers.ts` - Added `list_light_types`
- `pipeline-handlers.ts` - Enhanced error handling

</details>

<details>
<summary><b>Infrastructure & Utilities</b></summary>

**Security & Validation:**
- `command-validator.ts` - Blocks semicolons, pipes, backticks
- `error-handler.ts` - Enhanced error logging
- `response-validator.ts` - Improved Ajv typing
- `safe-json.ts` - Generic typing for cleanObject
- `validation.ts` - Expanded path-traversal protection

**Performance:**
- `unreal-command-queue.ts` - Optimized queue processing (250ms interval)
- `unreal-bridge.ts` - Centralized timeout constants

</details>

### 🛠️ Fixed

- **Command Injection Prevention** - Additional dangerous command patterns blocked
- **Path Security** - Enhanced asset-name validation
- **Type Safety** - Eliminated `any` types across handler functions
- **Error Messages** - Clearer error messages for class resolution failures

### 📊 Statistics

- **Files Changed:** 20+
- **New Interfaces:** 15+ handler type definitions
- **Discovery Actions:** 3 new runtime introspection methods
- **Security Enhancements:** 5+ new validation patterns

### 🔄 Dependencies

- **graphql-yoga**: Bumped from 5.17.1 to 5.18.0 (#31)

---

## 🏷️ [0.5.2] - 2025-12-18

> [!IMPORTANT]
> ### 🔄 Breaking Changes
> - **Standardized Tools & Type Safety** - All tool handlers now use consistent interfaces with improved type safety. Some internal API signatures have changed. (`079e3c2`)

### ✨ Added

<details>
<summary><b>🛠️ Blueprint Enhancements</b> (<code>e710751</code>)</summary>

| Feature | Description |
|---------|-------------|
| **Dynamic Node Creation** | Support for creating nodes dynamically in Blueprint graphs |
| **Struct Property Support** | Added ability to set and get struct properties on Blueprint components |

</details>

### 🔄 Changed

<details>
<summary><b>🎯 Standardized Tool Interfaces</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/28">#28</a>)</summary>

| Component | Change |
|-----------|--------|
| Tool Handlers | Optimized bridge communication and standardized response handling |
| Type Safety | Hardened type definitions across all tool interfaces |
| Bridge Optimization | Improved performance and reliability of automation bridge |

</details>

### 🔧 CI/CD

- 🔗 **MCP Publisher** - Fixed download URL format in workflow steps (`0d452e7`)
- 🧹 **Workflow Cleanup** - Removed unnecessary success conditions from MCP workflow steps (`82bd575`)

---

## 🏷️ [0.5.1] - 2025-12-17

> [!WARNING]
> ### ⚠️ Breaking Changes
> - **Standardized Return Types** - All tool methods now return `StandardActionResponse` type instead of generic objects. Consumers must update their code to handle the new response structure with `success`, `data`, `warnings`, and `error` fields. (`5e615c5`)
> - **Test Suite Structure** - New test files added and existing tests enhanced with comprehensive coverage.

### 🔄 Changed

<details>
<summary><b>🎯 Standardized Tool Interfaces</b> (<code>5e615c5</code>)</summary>

| Component | Change |
|-----------|--------|
| Tool Methods | Updated all tool methods to return `StandardActionResponse` type for consistency |
| Tool Interfaces | Modified interfaces (assets, blueprint, editor, environment, foliage, landscape, level, sequence) to use standardized response format |
| Type System | Added proper type imports and exports for `StandardActionResponse` |
| Handler Files | Updated to work with new standardized response types |
| Response Structure | All implementations return correct structure with `success`/`error` fields |

</details>

### ✨ Added

<details>
<summary><b>🧪 Comprehensive Test Suite</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/25">#25</a>)</summary>

| Feature | Description |
|---------|-------------|
| **Test Coverage** | Added comprehensive test files with success, error, and edge cases |
| **GraphQL DataLoader** | Implemented N+1 query optimization with batching and caching |
| **Type-Safe Interfaces** | Added type-safe automation response interfaces for better error handling |
| **Utility Tests** | Added tests for core utilities (normalize, safe-json, validation) |
| **Real-World Scenarios** | Enhanced coverage with real-world scenarios and cleanup procedures |
| **New Test Suites** | Audio, lighting, performance, input, and asset graph management |
| **Enhanced Logging** | Improved diagnostic logging throughout tools |
| **Documentation** | Updated supported Unreal Engine versions (5.0-5.7) in testing documentation |

</details>

### 🧹 Maintenance

- 🗑️ **Prompts Module Cleanup** - Removed prompts module and related GraphQL prompt functionality ([#26](https://github.com/ChiR24/Unreal_mcp/pull/26))
- 🔒 **Security Updates** - Removed unused dependencies (axios, json5, yargs) from package.json for security (`5e615c5`)
- 📐 **Tool Interfaces** - Enhanced asset and level tools with security validation and timeout handling (`5e615c5`)

### 📦 Dependencies

<details>
<summary><b>GitHub Actions Updates</b></summary>

| Package | Update | PR | Commit |
|---------|--------|-----|--------|
| `actions/checkout` | v4 → v6 | [#23](https://github.com/ChiR24/Unreal_mcp/pull/23) | `4c6b3b5` |
| `actions/setup-node` | v4 → v6 | [#22](https://github.com/ChiR24/Unreal_mcp/pull/22) | `71aa35c` |
| `softprops/action-gh-release` | 2.0.8 → 2.5.0 | [#21](https://github.com/ChiR24/Unreal_mcp/pull/21) | `b6c8a46` |

</details>

<details>
<summary><b>NPM Package Updates</b> (<a href="https://github.com/ChiR24/Unreal_mcp/pull/24">#24</a>, <code>5e615c5</code>)</summary>

| Package | Update |
|---------|--------|
| `@modelcontextprotocol/sdk` | 1.25.0 → 1.25.1 |
| `@types/node` | 25.0.2 → 25.0.3 |

</details>

---

## 🏷️ [0.5.0] - 2025-12-16

> [!IMPORTANT]
> ### 🔄 Major Architecture Migration
> This release marks the **complete migration** from Unreal's built-in Remote Plugin to a native C++ **McpAutomationBridge** plugin. This provides:
> - ⚡ Better performance
> - 🔗 Tighter editor integration  
> - 🚫 No dependency on Unreal's Remote API
>
> **BREAKING CHANGE:** Response format has been standardized across all automation tools. Clients should expect responses to follow the new `StandardActionResponse` format with `success`, `data`, `warnings`, and `error` fields.

### 🏗️ Architecture

| Change | Description |
|--------|-------------|
| 🆕 **Native C++ Plugin** | Introduced `McpAutomationBridge` - a native UE5 editor plugin replacing the Remote API |
| 🔌 **Direct Editor Integration** | Commands execute directly in the editor context via automation bridge subsystem |
| 🌐 **WebSocket Communication** | Implemented `McpBridgeWebSocket` for real-time bidirectional communication |
| 🎯 **Bridge-First Architecture** | All operations route through the native C++ bridge (`fe65968`) |
| 📐 **Standardized Responses** | All tools now return `StandardActionResponse` format (`0a8999b`) |

### ✨ Added

<details>
<summary><b>🎮 Engine Compatibility</b></summary>

- **UE 5.7 Support** - Updated McpAutomationBridge with ControlRig dynamic loading and improved sequence handling (`ec5409b`)

</details>

<details>
<summary><b>🔧 New APIs & Integrations</b></summary>

- **GraphQL API** - Broadened automation bridge with GraphQL support, WASM integration, UI/editor integrations (`ffdd814`)
- **WebAssembly Integration** - High-performance JSON parsing with 5-8x performance gains (`23f63c7`)

</details>

<details>
<summary><b>🌉 Automation Bridge Features</b></summary>

| Feature | Commit |
|---------|--------|
| Server mode on port `8091` | `267aa42` |
| Client mode with enhanced connection handling | `bf0fa56` |
| Heartbeat tracking and output capturing | `28242e1` |
| Event handling and asset management | `d10e1e2` |

</details>

<details>
<summary><b>🎛️ New Tool Systems (0a8999b, 0ac82ac)</b></summary>

| Tool | Description |
|------|-------------|
| 🎮 **Input Management** | New `manage_input` tool with EnhancedInput support for Input Actions and Mapping Contexts |
| 💡 **Lighting Manager** | Full lighting configuration via `manage_lighting` including spawn, GI setup, shadow config, build lighting |
| 📊 **Performance Manager** | `manage_performance` with profiling (CPU/GPU/Memory), optimization, scalability, Nanite/Lumen config |
| 🌳 **Behavior Tree Editing** | Full behavior tree creation and node editing via `manage_behavior_tree` |
| 🎬 **Enhanced Sequencer** | Track operations (add/remove tracks, set muted/solo/locked), display rate, tick resolution |
| 🌍 **World Partition** | Cell management, data layer toggling via `manage_level` |
| 🖼️ **Widget Management** | UI widget creation, visibility controls, child widget adding |

</details>

<details>
<summary><b>📊 Graph Editing Capabilities (0a8999b)</b></summary>

- **Blueprint Graph** - Direct node manipulation with `manage_blueprint_graph` (create_node, delete_node, connect_pins, etc.)
- **Material Graph** - Node operations via `manage_asset` (add_material_node, connect_material_pins, etc.)
- **Niagara Graph** - Module and parameter editing (add_niagara_module, set_niagara_parameter, etc.)

</details>

<details>
<summary><b>🛠️ New Handlers & Actions</b></summary>

- Blueprint graph management and Niagara functionalities (`aff4d55`)
- Physics simulation setup in AnimationTools (`83a6f5d`)
- **New Asset Actions:**
  - `generate_lods`, `add_material_parameter`, `list_instances`
  - `reset_instance_parameters`, `get_material_stats`, `exists`
  - `nanite_rebuild_mesh`
- World partition and rendering tool handlers (`83a6f5d`)
- Screenshot with base64 image encoding (`bb4f6a8`)

</details>

<details>
<summary><b>🧪 Test Suites</b></summary>

**50+ new test cases** covering:
- Animation, Assets, Materials
- Sequences, World Partition
- Blueprints, Niagara, Behavior Trees
- Audio, Input Actions
- And more! (`31c6db9`, `85817c9`, `fc47839`, `02fd2af`)

</details>

### 🔄 Changed

#### Core Refactors
| Component | Change | Commit |
|-----------|--------|--------|
| `SequenceTools` | Migrated to Automation Bridge | `c2fb15a` |
| `UnrealBridge` | Refactored for bridge connection | `7bd48d8` |
| Automation Dispatch | Editor-native handlers modernization | `c9db1a4` |
| Test Runner | Timeout expectations & content extraction | `c9766b0` |
| UI Handlers | Improved readability and organization | `bb4f6a8` |
| Connection Manager | Streamlined connection handling | `0ac82ac` |

#### Tool Improvements
- 🚗 **PhysicsTools** - Vehicle config logic updated, deprecated checks removed (`6dba9f7`)
- 🎬 **AnimationTools** - Logging and response normalization (`7666c31`)
- ⚠️ **Error Handling** - Utilities refactored, INI file reader added (`f5444e4`)
- 📐 **Blueprint Actions** - Timeout handling enhancements (`65d2738`)
- 🎨 **Materials** - Enhanced material graph editing capabilities (`0a8999b`)
- 🔊 **Audio** - Improved sound component management (`0a8999b`)

#### Other Changes
- 📡 **Connection & Logging** - Improved error messages for clarity (`41350b3`)
- 📚 **Documentation** - README updated with UE 5.7, WASM docs, architecture overview, 17 tools (`8d72f28`, `4d77b7e`)
- 🔄 **Dependencies** - Updated to latest versions (`08eede5`)
- 📝 **Type Definitions** - Enhanced tool interfaces and type coverage (`0a8999b`)

### 🐛 Fixed

- `McpAutomationBridgeSubsystem` - Header removal, logging category, heartbeat methods (`498f644`)
- `McpBridgeWebSocket` - Reliable WebSocket communication (`861ad91`)
- **AutomationBridge** - Heartbeat handling and server metadata retrieval (`0da54f7`)
- **UI Handlers** - Missing payload and invalid widget path error handling (`bb4f6a8`)
- **Screenshot** - Clearer error messages and flow (`bb4f6a8`)

### 🗑️ Removed

| Removed | Reason |
|---------|--------|
| 🔌 Remote API Dependency | Replaced by native C++ plugin |
| 🐍 Python Fallbacks | Native C++ automation preferred (`fe65968`) |
| 📦 Unused HTTP Client | Cleanup from error-handler (`f5444e4`) |

---

## 🏷️ [0.4.7] - 2025-11-16

### ✨ Added
- Output Log reading via `system_control` tool with `read_log` action. filtering by category, level, line count.
- New `src/tools/logs.ts` implementing robust log tailing.
- 🆕 Initial `McpAutomationBridge` plugin with foundational implementation (`30e62f9`)
- 🧪 Comprehensive test suites for various Unreal Engine tools (`31c6db9`)

### 🔄 Changed
- `system_control` tool schema: Added `read_log` action.
- Updated tool handlers to route `read_log` to LogTools.
- Version bumped to 0.4.7.

### 📚 Documentation
- Updated README.md with initial bridge documentation (`a24dafd`)

---

## 🏷️ [0.4.6] - 2025-10-04

### 🐛 Fixed
- Fixed duplicate response output issue where tool responses were displayed twice in MCP content
- Response validator now emits concise summaries instead of duplicating full JSON payloads
- Structured content preserved for validation while user-facing output is streamlined

---

## 🏷️ [0.4.5] - 2025-10-03

### ✨ Added
- 🔧 Expose `UE_PROJECT_PATH` environment variable across runtime config, Smithery manifest, and client configs
- 📁 Added `projectPath` to runtime `configSchema` for Smithery's session UI

### 🔄 Changed
- ⚡ Made `createServer` synchronous factory (removed `async`)
- 🏠 Default for `ueHost` in exported `configSchema`

### 📚 Documentation
- Updated `README.md`, config examples to include `UE_PROJECT_PATH`
- Updated `smithery.yaml` and `server.json` manifests

### 🔨 Build
- Rebuilt Smithery bundle and TypeScript output

### 🐛 Fixed
- Smithery UI blank `ueHost` field by defining default in runtime schema

---

## 🏷️ [0.4.4] - 2025-09-28

### ✨ Improvements

- 🤝 **Client Elicitation Helper** - Added support for Cursor, VS Code, Claude Desktop, and other MCP clients
- 📊 **Consistent RESULT Parsing** - Handles JSON5 and legacy Python literals across all tools
- 🔒 **Safe Output Stringification** - Robust handling of circular references and complex objects
- 🔍 **Enhanced Logging** - Improved validation messages for easier debugging

---

## 🏷️ [0.4.0] - 2025-09-20

> **Major Release** - Consolidated Tools Mode

### ✨ Improvements

- 🎯 **Consolidated Tools Mode Exclusively** - Removed legacy mode, all tools now use unified handler system
- 🧹 **Simplified Tool Handlers** - Removed deprecated code paths and inline plugin validation
- 📝 **Enhanced Error Handling** - Better error messages and recovery mechanisms

### 🔧 Quality & Maintenance

- ⚡ Reduced resource usage by optimizing tool handlers
- 🧹 Cleanup of deprecated environment variables

---

## 🏷️ [0.3.1] - 2025-09-19

> **BREAKING:** Connection behavior is now on-demand

### 🏗️ Architecture

- 🔄 **On-Demand Connection** - Shifted to intelligent on-demand connection model
- 🚫 **No Background Processes** - Eliminated persistent background connections

### ⚡ Performance

- Reduced resource usage and eliminated background processes
- Optimized connection state management

### 🛡️ Reliability

- Improved error handling and connection state management
- Better recovery from connection failures

---

## 🏷️ [0.3.0] - 2025-09-17

> 🎉 **Initial Public Release**

### ✨ Features

- 🎮 **13 Consolidated Tools** - Full suite of Unreal Engine automation tools
- 📁 **Normalized Asset Listing** - Auto-map `/Content` and `/Game` paths
- 🏔️ **Landscape Creation** - Returns real UE/Python response data
- 📝 **Action-Oriented Descriptions** - Enhanced tool documentation with usage examples

### 🔧 Quality & Maintenance

- Server version 0.3.0 with clarified 13-tool mode
- Comprehensive documentation and examples
- Lint error fixes and code style cleanup

---

<div align="center">

### 🔗 Links

[![GitHub](https://img.shields.io/badge/GitHub-Repository-181717?style=for-the-badge&logo=github)](https://github.com/ChiR24/Unreal_mcp)
[![npm](https://img.shields.io/badge/npm-Package-CB3837?style=for-the-badge&logo=npm)](https://www.npmjs.com/package/unreal-engine-mcp-server)
[![UE5](https://img.shields.io/badge/Unreal-5.6%20|%205.7-0E1128?style=for-the-badge&logo=unrealengine)](https://www.unrealengine.com/)

</div>
