fix: mcp.json endpoint + README stale-claim cleanup (SKILL.md untouched) #1
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@@ -1,11 +1,11 @@
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---
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name: ue5-unreal
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name: ue5-unreal
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description: >
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description: >
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Unreal Engine 5 development assistant — log analysis, asset auditing,
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Unreal Engine 5 development assistant — crash analysis, asset auditing,
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engine-docs research, and Python script generation via Spaghetti Unreal AI
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knowledge-base search, and Python script generation via Spaghetti Unreal AI
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Workbench. Call these tools when the user is working in a UE5 project and
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Workbench. Call these tools when the user is working in a UE5 project and
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needs expert help with log errors or crashes, asset cleanup, engine docs,
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needs expert help with crashes, asset cleanup, engine docs, or editor
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or editor automation.
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automation.
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---
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---
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# UE5 Unreal AI Workbench Tools
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# UE5 Unreal AI Workbench Tools
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@@ -17,80 +17,73 @@ connect — a browser window opens for sign-in at spaghetti.gg).
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## Prerequisites
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## Prerequisites
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The user must have signed in at [spaghetti.gg](https://spaghetti.gg) at least
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Your UE5 project must have a `.spaghetti` file at its root containing
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once (accounts and welcome credits are created on first sign-in).
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`team_id` and `project_id`. If no `.spaghetti` exists, the first tool call
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returns an Agentic Directive instructing you to create one. Follow it.
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A `.spaghetti` file at the UE5 project root (`team_id`, `project_id`) is
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## Available tools (Phase 1 — MVP)
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optional — without it, calls bill the user's personal wallet and everything
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works except the two project-scoped research tools (`search_logs_temporal`,
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`investigate_incident`). If you see a "no user account exists" error, point
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the user at the portal sign-in; if you see "not a member of team", the
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`.spaghetti`/headers point at the wrong team.
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## Available tools
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### Crash Investigator (`spaghetti/analyze_crash`)
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### Log Analyzer (`spaghetti/analyze_logs`)
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**When to call:** The user reports a UE5 crash, paste an output log, or
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mentions a crash dump / minidump.
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**When to call:** The user reports errors or a crash in their UE5 project and
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**What it does:** Parses the UE5 Output Log and crash dumps, identifies
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has a log file (for example `Saved/Logs/<Project>.log`, or a crash log).
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root-cause nodes or C++ pointers, and returns a precise fix with context from
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the proprietary UE5 bug knowledge base.
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**What it does:** Full-log analysis — structured findings with severity and
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**Input:** Crash log text (paste the Output Log contents or the relevant
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evidence, crash triage naming the suspect Blueprint, and statistics. Uploads
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section).
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are session-based; large logs never flow through chat.
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**Input:** A local log path (`logPath`) to start a session, or pasted log
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**Safety:** Read-only analysis. Returns a diagnosis + suggested fix; does
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text (`logText`) as the fallback path.
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not modify project files.
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**Cost:** 5 credits per session, billed only when analysis runs — empty logs
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### Asset Janitor (`spaghetti/audit_assets`)
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or logs with no Error/Fatal entries are free. Retries never bill twice.
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**Safety:** Read-only analysis. Does not modify project files.
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**When to call:** The user asks about asset cleanup, naming conventions, unused
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assets, missing LODs, or compliance reports.
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### Asset Janitor (`spaghetti/tidy_assets`)
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**What it does:** Finds textures without LODs, detects naming-convention
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violations (`T_`, `BP_`, etc.), identifies unused/0-reference assets, and
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generates compliance reports.
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**When to call:** The user asks about asset cleanup, naming conventions,
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**Input:** Optionally specify which checks to run (naming, LODs, unused).
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unused assets, missing LODs, or compliance reports.
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**What it does:** Audits a project asset inventory — unused assets with
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reclaimable sizes, redirectors, naming-convention violations, LOD problems —
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and returns a prioritized report plus a downloadable CSV.
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**Input:** An inventory JSONL path. With the UE connector plugin installed,
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call its `export_asset_inventory` tool in the editor first (it writes
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`Saved/spaghetti_inventory.jsonl`); without it, a short Python-console script
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produces the same file.
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**Cost:** 3 credits per session, billed only when a report is produced.
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**Safety:** Audit is read-only. If the user wants to apply fixes, use
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**Safety:** Audit is read-only. If the user wants to apply fixes, use
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Tool-Maker to generate a dry-run script first.
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Tool-Maker to generate a dry-run Python script first.
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### Research tools (free)
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### Smart Librarian (`spaghetti/search_kb`)
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- `search_docs_code` — hybrid search over curated UE engine documentation.
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**When to call:** The user asks about UE5 engine architecture, best practices,
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- `search_patterns` — recommended engine approaches vs anti-patterns for a described intent.
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or how specific systems work. Also for snippet search (verified node setups,
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- `search_logs_temporal` — time/severity/subsystem-filtered search over logs previously ingested by `analyze_logs`. Requires project context.
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Blueprint patterns).
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- `query_temporal_relations` — entity-relation traversal over ingested logs (up to 3 hops, optionally as of a point in time).
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- `investigate_incident` — bounded investigation combining logs, relations, docs, and patterns. Requires project context.
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**What it does:** Semantic search over two knowledge bases:
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- **Team KB:** your project's private RAG index (studio docs, past bug
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resolutions, conventions).
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- **UE5 Engine Graph:** GraphRAG over the public UE 5.8 source for multi-hop
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reasoning about engine architecture.
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**Input:** Natural-language query about UE5 or your project's knowledge base.
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### Tool-Maker (`spaghetti/make_tool`)
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### Tool-Maker (`spaghetti/make_tool`)
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**When to call:** The user wants to automate a UE5 editor task (batch-rename
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**When to call:** The user wants to automate a UE5 editor task (batch-rename
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assets, apply settings, generate reports, etc.).
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assets, apply materials, configure project settings, etc.).
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**What it does:** Generates an editor-automation Python script from a
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**What it does:** Generates a safe, production-quality Python script using
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natural-language description of the task.
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`unreal.EditorAssetLibrary` API. The script runs via the UE 5.8 Python remote
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execution bridge.
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**Safety — three-layer model:**
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**Safety — three-layer model:**
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1. **API allowlist:** only approved editor APIs.
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1. **API allowlist:** only approved `unreal.EditorAssetLibrary` functions.
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2. **Dry run:** delivered scripts are simulation transforms — destructive
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2. **Dry run:** scripts default to simulation mode (log what would happen,
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operations commented out, reversible operations wrapped in
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don't execute destructive ops).
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`unreal.ScopedTransaction` for undo support.
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3. **Human approval:** before any destructive script runs, the user sees an
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3. **Human approval:** the user Approves/Declines via the client's approval
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Approve/Reject dialog.
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flow. Billed 10 credits only on approval; blocked, declined, and
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cancelled runs are free.
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**Always show the generated script to the user before executing.**
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**Always show the generated script to the user before executing.** If the
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script modifies assets, wrap in `unreal.ScopedTransaction` for undo support.
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## Safety defaults
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## Safety defaults
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@@ -99,9 +92,9 @@ natural-language description of the task.
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- **Use ScopedTransaction** for reversible operations (enables Ctrl+Z).
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- **Use ScopedTransaction** for reversible operations (enables Ctrl+Z).
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- **Read the Output Log** for errors after any automated editor operation.
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- **Read the Output Log** for errors after any automated editor operation.
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## Billing
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## Context
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Tool calls bill the user's personal wallet, or the team wallet when team
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The `.spaghetti` file at the project root identifies which team and project
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context is set. If you see `402 Payment Required` / "Insufficient credits",
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this UE5 project belongs to. All tool calls are billed to the team's Spaghetti
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call the free `topup` tool to create a checkout link, or direct the user to
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wallet. If you see a `402 Payment Required`, direct the user to
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`spaghetti.gg/billing` to top up.
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`spaghetti.gg/billing` to top up.
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Reference in New Issue
Block a user