unreal-pcg ยท diff

git:20260803.d1f32b3 to git:20261101.d739dfc

24 added, 5 removed. Audit A to A.

---
name: unreal-pcg
- description: Refresh generated Unreal PCG output after changing source assets or graph settings.
+ description: Inspect PCG capabilities without mutations, or refresh generated Unreal PCG output after source changes.
license: MIT
- compatibility: Unreal Engine 5.8+, Python 3.9+
+ compatibility: Unreal Python host, Python 3.9+; individual PCG APIs and plugins are detected at runtime
allowed-tools: Bash Read Write
metadata:
dcc-mcp:
dcc: unreal
version: "0.1.0"
layer: domain
stage: scene
- search-hint: "unreal PCG refresh rebuild regenerate generated output"
- tags: "unreal, pcg, procedural, regenerate"
+ search-hint: "unreal PCG capabilities inspect graph grammar spline pathfinding refresh regenerate"
+ tags: "unreal, pcg, procedural, capabilities, regenerate"
tools: tools.yaml
---
# Unreal PCG
+ Start with `inspect_pcg_capabilities`. It observes fixed Python class/method
+ names, engine identity and current-process plugin metadata. It does not create
+ objects, load graphs, generate output, save assets, enable plugins or start a
+ service. Inspection does not require an open level.
+
+ `python_surface_status` describes only the listed names, not complete feature
+ support. Missing Python names may still have native or official MCP routes.
+ `execution_verified` remains false; no native authoring operation is tested by
+ this tool. Unknown plugin metadata stays unknown rather than being guessed from
+ the engine version. The reported documented versions are reference points, not
+ minimum-version gates.
+
+ Epic's optional MCP bridge is a separate UE 5.8+ route. Use its `status`,
+ `list_toolsets` and `describe_toolset` operations off the game thread before
+ calling an actual registered tool. Enabling PCGToolset requires explicit
+ `prepare_official_mcp(include_pcg_toolset=true)` intent; inspection never enables
+ it automatically. See [the versioned workflow](../../../../docs/pcg-capability-workflow.md).
+
Use `refresh_pcg` after replacing a mesh or material used by a PCG graph. It
operates on live `PCGComponent` instances in the current editor level and
- returns the number of components that were rebuilt.
+ returns the number of components for which a generation method was invoked.
+ This trigger result alone does not verify generation completion or saved output.