Rekall UE

Release notes.

Customer-facing improvements, new tool categories, workflow upgrades, and compatibility fixes for each Rekall UE release.

Back to Rekall UE Read the Docs

Release notes

What changed in each Rekall UE release.

See the latest customer-facing improvements, new tool categories, and workflow upgrades included in each version.

1.0.1.104 June 15, 2026

Structured PIE preflight, Blueprint/input recovery, and batch authoring helpers.

  • Expanded the live Rekall UE surface to 727 editor capabilities.
  • Added safer Play-in-Editor preflight checks for agent-driven validation. Rekall now detects unresolved Blueprint compile errors and unsaved Blueprint packages before starting PIE and returns structured MCP failures such as UNCOMPILED_BLUEPRINTS or UNSAVED_BLUEPRINT_ASSETS, including affected asset paths and diagnostic details, instead of leaving a blocking Unreal modal for the user.
  • Added explicit dirty package save support so clients can save generated Blueprints, maps, and other package assets before compile, PIE, validation, or packaging steps.
  • Improved loaded-world log inspection so agents can request the relevant PIE/editor log tail without mixing in unrelated warnings from unopened maps or older project systems.
  • Hardened Blueprint graph and Enhanced Input workflows with clearer member and pin recovery hints, safer generated-graph compile/save paths, and more actionable diagnostics for common wiring mistakes.
  • Added general-purpose batch actor and batch physics helpers for repeated editor operations. These are reusable Unreal primitives, not game-specific shortcuts, so agents can apply them across many project types.
  • Refreshed the UE 5.6 and UE 5.7 customer builds, generated UE 5.6, UE 5.7, and UE 5.8 Preview source packages, and updated website copy, bundled documentation, release notes, and package metadata for version 1.0.1.104.
1.0.1.103 May 31, 2026

Targeted change tracking, game-thread timeout, and material query crash fixes.

  • Made package-backed change tracking optional and disabled by default. When enabled, automatic tracking now snapshots only specific candidate packages for likely mutator tools instead of backing up every /Game asset for every tool call.
  • Added a 30-second timeout to RekallRunOnGameThread. If queued game-thread work has not started, handlers return an explicit GAME_THREAD_TIMEOUT; if work already started, Rekall waits for completion to avoid delayed callbacks touching expired stack references.
  • Fixed qa_assert_overlap_fires sleeping on the game thread, which froze the editor UI for the entire wait duration. The wait is now performed on the HTTP thread between two short game-thread calls, so the editor stays responsive during overlap tests.
  • Hardened mat_list_instances and mat_list_masters so search_path=game normalizes to /Game and parent-material filtering uses Asset Registry metadata instead of loading every material instance in the search path.
  • Reduced material/render-thread crash risk during graph and validation workflows. Material validation, patching, import, assignment, and related material edits no longer force shader recompiles or global asset-compilation waits by default; existing compile state is reported without aggressive render resource refresh, with explicit shader compilation gated behind force_shader_compile=true.
  • Refreshed the UE 5.6 and UE 5.7 customer packages and generated UE 5.6, UE 5.7, and UE 5.8 Preview source upload ZIPs for version 1.0.1.103. UE 5.8 local compilation remains blocked until the configured UE 5.8 Preview install is available at D:\UE58\UE_5.8.
1.0.1.101 May 27, 2026

Fab package refresh, streamlined Rekall panel, and rollback hardening.

  • Added non-optional change tracking around mutating MCP tools. Durable package change tracking now records package-backed asset mutations automatically instead of relying on individual tools to remember to log their own edits.
  • Updated public release copy for the current 713-tool surface.
  • Added durable transaction files under Saved/Rekall/ChangeTracking/Transactions plus a compact transactions.json index for recent history.
  • Added preimage snapshots under Saved/Rekall/ChangeTracking/Snapshots/<transaction-id> for package files that existed before a mutation, giving agents and users a real file-backed restore point.
  • Added change_tracking_history, change_tracking_asset_history, and change_tracking_restore_preimage so agents can list recent changes, inspect per-asset history, preview rollback with dry_run, and restore a package preimage when needed.
  • Added a Change Tracking panel to the Rekall editor panel. It shows recent transactions, changed package resources, restorable/history-only status, refresh/open-folder controls, and per-change Rollback buttons.
  • Streamlined the main Rekall panel so it focuses on server status, the dedicated Prompt Agent launcher, guide/documentation buttons, and Change Tracking. Agent setup and client configuration guidance now belongs in the dedicated Prompt Agent and documentation surfaces instead of being duplicated in the main panel.
  • Hardened result-derived asset tracking so newly created package assets reported by mutating tools are recorded as added resources and can be rolled back from the change history.
  • Fixed the Change Tracking panel refresh so existing history rows no longer flash while the transaction list is unchanged.
  • Rollback is deliberately package-backed: modified and removed package files restore from the captured preimage, while added package rollback deletes the added package after backing it up. Loaded assets may need to be reopened, or the editor restarted, before Unreal displays the restored package state.
  • Change tracking intentionally does not cover unsaved editor state, transient UI state, or in-memory object changes that were never saved to a package file.
  • Added rekall_guide topic="change_tracking" so agents can learn the storage layout, history tools, rollback flow, and editor reload caveat before using the feature.
  • Refreshed the UE 5.6 and UE 5.7 customer packages and generated UE 5.6, UE 5.7, and UE 5.8 Preview source upload ZIPs for version 1.0.1.101. UE 5.8 local compilation remains blocked until the configured UE 5.8 Preview installation exposes its required automation script.
1.0.1.90 May 21, 2026

LLM outcome contracts, material compile feedback, and broad Unreal reflection execution.

  • Added an outcome contract to rekall_search_tools: search results now include risk_level, mutates_assets, mutates_level, compiler_backed, and recommended_validation, plus the validation signals agents should inspect before claiming success.
  • Added rekall_guide topic="tool_outcome_contract" so agents have explicit guidance to read verified, assignment_verified, post_exists, warnings, agent_hint, and compile diagnostics instead of treating ok=true as proof.
  • Hardened destructive asset deletion feedback: asset_delete now returns deleted_count, post_exists, verified, warnings, and clearer recovery hints when deletion is blocked, ambiguous, or forced.
  • Hardened Static Mesh material-slot assignment: stmesh_set_material_slot now checks material shader compile status, refuses invalid materials by default, supports allow_invalid_material for deliberate placeholders, and returns assigned_material_after plus assignment_verified.
  • Improved invalid-material feedback across material workflows so agents see material_compile_error_count, shader compiler messages such as failed Noise expressions, and do not assign or report materials that Unreal will render as the default material.
  • Added reflection_search_classes so agents can discover loaded Unreal UClass paths by name, module, parent class, Blueprint flags, or placeable-actor status before choosing the next tool.
  • Expanded reflection_describe_class with include_all_properties, include_all_functions, and include_deprecated, allowing agents to inspect the full reflected Unreal class surface instead of only editable or Blueprint-visible fields.
  • Added reflection_invoke, a guarded generic UObject::ProcessEvent tool with dry_run, structured parameter descriptions, return values, out params, and an explicit opt-in for non-Blueprint-callable native reflected functions.
  • Expanded reflection value conversion for class refs, soft class refs, weak refs, interface refs, maps, sets, object resolution, and UE text-import/export fallback, giving agents a much wider generic path before they fall back to scripting.
  • Improved material graph authoring so mat_add_expression and graph patching can resolve common expressions such as Noise, Saturate, Frac, WorldPosition, TextureCoordinate, and many other UMaterialExpression* classes by shorthand or full class name.
  • Added material graph diagnostics that return legal input/output pins, resolved connection pins, validation summaries, cleanup protection for function endpoints, and better failure context for agents that need to repair disconnected shader graphs.
  • Improved MCP failure payloads so failed tool calls include the target tool name, toolset, description, required and optional args, received args, input schema, and retry guidance instead of leaving agents to guess what shape to retry.
  • Added project indexing and agent flight-recorder tools for lower-token project discovery, run diagnosis, and repeatable investigation of what an agent actually tried.
  • Added bounds-aware actor placement tools: actor_get_bounds, actor_place_on_actor, and level_validate_actor_contacts, so agents can put arbitrary actors on floors, platforms, and props without relying on pivot guesses.
  • Updated the public copy and documentation for the current 710-tool surface.
  • Fixed the Prompt Agent output panel so Markdown-like agent responses render as structured text instead of raw glued-together Markdown fragments.
  • Fixed the Prompt Agent composer so a successful Send Prompt submits the text and then clears the textbox, while failed sends keep the draft intact.
  • Updated the product direction and documentation around broad Unreal Editor API coverage: generic reflection-backed access is treated as the baseline, with curated workflow tools layered on top for safety and ergonomics.
  • Refreshed the UE 5.6 and UE 5.7 customer upload packages for version 1.0.1.90.
1.0.1.86 May 19, 2026

Material function authoring, terrain import, and graph-driven water workflows.

  • Expanded material graph authoring with full MaterialFunction support: create and edit function graphs, add FunctionInput, FunctionOutput, and FunctionCall nodes, bind function calls safely, and inspect function signatures and dependencies.
  • Added dedicated material function metadata tools for descriptions, user-facing captions, library exposure, library categories, preview blend modes, and preview material domains.
  • Added safer expression-property editing and broader expression aliases for serious shader work, including texture object parameters, static switches, material attributes, masks, reroutes, vector operations, and common math nodes.
  • Added shared terrain support for GeoTIFF terrain masks, including generic single-band GEBCO/QGIS-style inputs that can feed mask blends, ocean-floor cleanup, splat generation, and water extraction.
  • Expanded the AW3D30 workflow with tiled World Partition-friendly graph generation, per-tile Landscape creation/application, and clearer scale controls for compressed world footprints while keeping Z ranges consistent across mainland and island tiles.
  • Added graph-driven water extraction that can create Unreal WaterBody actors when the Water plugin is available, or editable fallback spline actors when it is not.
  • Improved water height-output selection so preview outputs no longer block unique height outputs, and ambiguous Terrain Graphs can ask the editor user which output to sample.
  • Improved Terrain Graph previews with auto-contrasted PNG output, visible false-color/grayscale thumbnail swatch toggles, and output-node thumbnails that inspect their connected input buffer.
  • Added derive.false_color_split to expose preview-ramp luma, low, mid, and high semantic bands as reusable terrain masks.
  • Updated Terrain Graph thumbnail refresh so node cards update after graph edits instead of waiting for node selection.
  • Exposed Terrain Graph editor buttons for New Preset, Create Landscape, Landscape Settings, Create Water options, and advanced Auto-Material options so users can drive these workflows directly from Terrain Tools without any agent-facing plugin.
  • Refreshed the bundled terrain guide, website guide, and packaged documentation so the MCP plugin and Terrain Tools plugin remain documented as separate products that share terrain core behavior without requiring each other.
1.0.1.83 May 18, 2026

Terrain Graph pickers and refreshed UE5.6/UE5.7 packages.

  • Refreshed the UE 5.6 and UE 5.7 packages for this release pass with the current bundled documentation, guides, review packs, and customer-facing upload archives.
  • Updated the Terrain Graph editor details panel so Landscape fields use a dropdown populated from live ALandscape actors instead of requiring manual actor-label typing.
  • Added File and Folder browse buttons for filesystem-backed terrain source parameters such as AW3D30 import paths.
  • Added a Content Browser path picker for Unreal asset output paths while preserving the editable /Game/... text field for copied or scripted values.
1.0.1.82 May 18, 2026

Final UE5.6/UE5.7 package refresh and customer-facing docs.

  • Published the final UE 5.6 and UE 5.7 packages for this release pass with the current guide behavior, bundled documentation, guides, and review packs.
  • Kept the stricter guidance flow from 1.0.1.81: guide requests require valid guide IDs, unknown topics return guidance.unknown_topic with valid_guide_ids, and title-only requests return guidance.topic_required without opening a mismatched panel.
  • Refreshed the customer documentation so the packaged docs and website release notes describe the current upload archives rather than older package text.
  • Updated the shipped package set so the customer-facing upload archives contain the current release artifacts only.
1.0.1.81 May 18, 2026

Guide ID validation, multiplayer guidance, and UE5.6/UE5.7 packages.

  • Fixed the guidance panel path so a request such as Multiplayer Guide can no longer display the default Getting Started body under a mismatched title.
  • Changed built-in guide selection to require a valid topic guide ID. Display titles now remain display-only, which prevents accidental title-to-content mismatches.
  • Unknown guide topics now return a structured guidance.unknown_topic error with the complete valid guide IDs through the valid_guide_ids list instead of opening a misleading panel.
  • If an agent supplies a guide-like title without a matching topic, Rekall returns guidance.topic_required, includes the suggested topic when it can infer one, and shows no guide panel.
  • Added a regression check for the guide-title-only case so future releases keep the stricter behavior.
  • Published refreshed UE 5.6 and UE 5.7 packages for version 1.0.1.81 with the updated guidance behavior and documentation.
1.0.1.71 May 17, 2026

Gen3D attachments, provider routing, and Prompt Agent cleanup.

  • Added one-shot image attachments to the Prompt Agent panel so users can browse to an arbitrary image file, send it with exactly one prompt, and have the attachment clear automatically after that send.
  • Added selected Content Browser image support for Gen3D workflows, letting agents use the selected texture as the source image for image-to-3D mesh generation.
  • Added an always-visible image-to-3D provider selector with Auto, Tripo, Meshy, and Rodin options, plus context metadata that tells launched agents which providers are configured.
  • Expanded Meshy image-to-3D support so local images and selected textures are uploaded as base64 data URIs when Meshy is selected.
  • Improved Tripo, Meshy, and Rodin API-key handling: when a selected provider is missing its key, Rekall shows an in-editor notification instead of letting the agent guess, and successful Gen3D calls no longer lead agents to claim all providers are unconfigured.
  • Cleaned up the Prompt Agent panel by moving agent, model, and effort selection into compact bottom dropdowns, adding GPT-5.5 as the preferred OpenAI model, and adding Ollama model discovery for the model dropdown when Ollama is selected.
  • Fixed generated-asset notification summaries so nested Gen3D result payloads are described iteratively instead of recursively, avoiding the stack overflow seen after imported mesh completion.
1.0.1.52 May 16, 2026

Direct Ollama tool-calling integration for the Prompt Agent panel.

  • Added a first-class Direct Ollama preset beside Ollama via Codex, OpenAI Codex, Claude, and Kimi.
  • The direct preset bypasses Codex and calls Ollama's native /api/chat endpoint from the Unreal panel, using Ollama's structured message.tool_calls and role=tool response loop.
  • Exposed compact Rekall routing tools directly to Ollama: agent_context_snapshot, rekall_search_tools, rekall_call_tool, rekall_guide, and rekall_recommend_workflow. Models can still reach the full Rekall tool surface by searching and dispatching through rekall_call_tool.
  • Kept the tool-call-probed model dropdown entries at qwen3-coder:480b-cloud and qwen3.5:35b; other GLM, Alibaba/Qwen-family, DeepSeek, and local models can be entered through the editable direct command after testing.
  • Preserved the existing Ollama via Codex launch path for users who want Codex's MCP client and app-server behavior with Ollama-hosted models.
1.0.1.51 May 16, 2026

OpenAI Codex and Ollama launch presets for the Prompt Agent panel.

  • Added a first-class Ollama via Codex preset to the in-editor Prompt Agent panel beside OpenAI Codex, Claude, and Kimi.
  • The Ollama preset launches ollama launch codex with Codex app-server arguments, so local or cloud Ollama models can keep using Rekall's MCP tool loop instead of becoming plain chat completions.
  • Added Ollama model dropdown entries only after a structured tool-call probe: qwen3-coder:480b-cloud and qwen3.5:35b both returned structured tool_calls in local testing.
  • Kept GLM 5.x, Alibaba/Qwen-family, DeepSeek, and other strong coding models supported through the editable command template until each exact model is tested for reliable tool calling on the target machine.
  • Updated the Prompt Agent copy so users understand when to use OpenAI Codex directly, when to route Codex through Ollama, and why model names are not added to dropdowns until tool-calling behavior is verified.
1.0.1.50 May 16, 2026

Blueprint authoring helpers, agent warm-up, and tool-call recovery improvements.

  • This build focuses on making LLM-driven Unreal authoring more reliable across Codex, Claude, Kimi, and other MCP-capable agents while keeping the full 707-tool surface available through deferred tool discovery.
  • Added bp_resolve_member and expanded bp_apply_recipe so agents can express reusable Blueprint intent for common Axis2D movement and look flows, component property writes, and repeated graph patterns instead of rebuilding every node and connection from scratch.
  • Improved recovery from common tool-call slips: Sequencer transform keyframes now accept channel aliases such as Location_X, Rotation_Z, Pitch, Yaw, and Roll; actor property writes can redirect to a unique matching component property path; and Niagara system/emitter creation accepts more tolerant asset path forms.
  • Made the in-editor Prompt Agent panel easier on long Unreal sessions by caching and tailing large agent logs, restoring the user's last selected AI agent, and warming the selected agent early with a small hello turn when the panel opens or the selection changes.
  • Updated Rekall's agent guidance so logs from real Kimi runs feed back into general-purpose tool ergonomics rather than one-off fixes for a single sample project.
1.0.1.48 May 15, 2026

Chat panel polish and performance improvements.

  • This build is all about improving the in-editor chat panel and making agent-driven Unreal workflows feel faster, clearer, and easier to follow while preserving UE 5.7 and UE 5.8 Preview support.
  • Added editor notifications for important agent lifecycle events, including prompt submission, long-running tool activity, generated 3D asset completion, and completed agent turns where the active CLI exposes enough status to detect them.
  • Warm-session prompts now include the full Rekall context block and continue to start with Use the Rekall MCP tools, so Codex, Claude, Kimi, and custom agents receive fresh selection and bounds data.
  • Added selectable agent model presets for Codex, Claude, and Kimi, with provider-specific command flags generated from the chat panel instead of requiring users to hand-edit command templates.
  • Reworked the chat panel setup controls so provider selection, effort selection, and model selection are stacked vertically, keeping the panel usable at narrower widths.
  • Kept the Kimi Fast-Low Effort preset at --no-thinking, avoiding step caps that can interrupt longer tool runs mid-task.
  • Improved agent completion handling for wire-protocol CLIs and nested Rekall tool dispatches, so progress notifications and 3D generation updates are detected more reliably.
  • Kept the performance-focused deferred MCP toolset workflow: agents start from a small always-visible core, then use agent_context_snapshot, targeted rekall_search_tools, optional compact rekall_list_toolsets, rekall_load_toolset, and rekall_call_tool to reach the full 707-tool surface without loading everything up front.
1.0.1.45 May 15, 2026

Cleaner Prompt Agent logs, timing instrumentation, and lazy toolset planning.

  • Improved the in-editor Prompt Agent panel so controls are grouped more clearly, the prompt composer and output areas resize more comfortably, and the launch button now reads Send Prompt.
  • Cleaned up Agent output / log so JSONL agent events are summarized for humans instead of dumping raw payloads. Streamed ContentPart text is shown as text, noisy ToolCallPart, TurnBegin, and TurnEnd events are suppressed, and stray BOM/control characters are stripped to avoid artifacts such as ?{.
  • Added compact tool-call summaries that show the event type and tool name where available, while the full raw transcript remains available in Saved/Rekall/AgentRuns/<run-id>/agent.log.
  • Added timestamp instrumentation around agent launch phases with [agent.timing initialize/send], [agent.timing prompt/send], and [agent.timing first_tool_call/observed] markers so slow startup can be diagnosed from the run log.
  • Documented the next lazy MCP toolset gateway in TODO.md: initially expose list_toolsets, describe_toolset, and load_toolset, then send normal MCP tool-list updates as workflow-specific toolsets are loaded.
  • Updated the Rekall UE website, bundled documentation, release notes, and packaged plugin metadata to version 1.0.1.45 for the current 667-tool surface.
1.0.1.40 May 13, 2026

Optimized curated examples, cleaner vehicle starters, and updated 667-tool documentation.

  • Optimized the curated vehicle examples so the simple raycast car and truck levels focus on the possessed Rekall C++ pawns, floor, lighting, camera setup, and saved evaluation map.
  • Refined the curated example catalog so advertised starters are concrete Unreal workflow examples, with agents directed to reusable vehicle workflow tools such as vehicle_apply_preset for native Chaos vehicle authoring.
  • Kept the functional simple suspension car and truck examples centered on visible wheels, physics collision, spring/damper raycast suspension, tire grip, braking, reverse steering, and wheel spin.
  • Updated the Rekall UE website, bundled documentation, release notes, and public count language to version 1.0.1.40 and the current 667-tool surface.
1.0.1.17 May 11, 2026

Prompt Agent chat panel, model-aware effort controls, curated scene macros, functional vehicle examples, and procedural skeletal mesh generation.

  • Expanded the in-editor Prompt Agent chat panel and dedicated RekallAgentPromptPanel. It launches Codex, Claude, Kimi, or a custom command with a generated run bundle containing prompt.md, context.json, run.ps1, and agent.log under Saved/Rekall/AgentRuns, keeps the prompt composer pinned at the bottom with the live log visible above it, then auto-refreshes stdout/stderr and previews live Rekall MCP tool activity in the panel.
  • Added a model-aware Agent effort dropdown for built-in presets. Fast-Low Effort maps to Codex model_reasoning_effort=low, Claude --effort low, and Kimi --no-thinking. Slower-High Effort maps to Codex model_reasoning_effort=high, Claude --effort high, and Kimi --thinking.
  • Improved chat-panel input ergonomics: pressing Enter in the prompt box now launches the selected agent, while Shift+Enter still inserts a new line for multi-paragraph prompts.
  • Hardened Kimi invocation from the panel by piping prompt text through stdin with --input-format text and launching PowerShell directly from Unreal, avoiding the previous command-shell wrapper path and malformed stderr logging.
  • Clarified the routing model: Rekall does not proxy tool calls through the panel. The launched agent must already have Rekall MCP configured at http://127.0.0.1:30080/mcp, and the generated prompt tells it to begin with agent_context_snapshot.
  • Added curated macro tools for open-level scene setup, including macro_moonlit_fog_scene_setup, macro_golden_hour_landscape_setup, macro_overcast_forest_setup, macro_desert_midday_setup, macro_coastal_ocean_setup, macro_rainy_neon_street_setup, macro_interior_cinematic_lighting_setup, macro_product_showcase_studio_setup, macro_sci_fi_hangar_setup, and macro_procedural_forest_clearing_setup.
  • Added example tools that create clean evaluation levels under /Game/MacrosAndExamples for boats with Water buoyancy, spline river valleys, destructible walls, physics puzzles, NPC patrol arenas, cinematic cameras, aircraft, helicopters, simple suspension vehicles, and Chaos truck starters.
  • Added example_simple_raycast_suspension_car and example_simple_raycast_suspension_truck, using Rekall C++ pawns with visible wheels, physics collision, spring/damper raycast suspension, tire grip, braking, reverse steering, and wheel spin.
  • Added example_full_chaos_truck and reusable Chaos vehicle workflow tooling, creating native Chaos WheeledVehiclePawn starters with generated wheel Blueprints, engine/transmission/differential/steering setup, generated skeletal placeholders, and early ChaosVehiclesPlugin availability checks.
  • Added force-based example_chaos_aircraft and example_chaos_helicopter starters with visible runway or landing-pad context, thrust/lift/rotor-force models, air-density inputs, and spinning propeller or rotor visuals.
  • Added skelmesh_create_procedural so agents can generate real SkeletalMesh assets from explicit JSON specs: named bones, parent relationships, material slots, rigid box/cylinder primitives, and optional raw skinned triangle sections with up to four named bone weights per vertex.
  • Added skelmesh_validate_asset to verify generated or imported SkeletalMesh bones, material slots, skeleton, and physics asset presence before assigning a mesh to a pawn, vehicle, component, socket, or animation workflow.
  • Expanded water and plugin prerequisite handling so Water and Chaos vehicle workflows report missing plugin/setup requirements earlier instead of letting agents continue with broken scene assumptions.
  • Updated the Rekall UE website, docs app, release notes, and public count language to the then-current tool surface exposed by the live Unreal plugin.
  • Re-saved the website and internal documentation as valid UTF-8 and added a static regression check for mojibake in HTML, JavaScript, CSS, and Markdown documentation assets.
1.0.0.175 May 10, 2026

Vehicle workflow, buoyancy feel, and Native MCP client handshake compatibility.

  • Added generalized Vehicle workflow tools for driving-game authoring: movement setup, first-person camera setup, play-start pawn selection, input behavior validation, PIE drivable-vehicle verification, cockpit blockout helpers, semantic geometry assemblies, and authoring-session cleanup/reporting.
  • Improved water_configure_buoyancy with reusable buoyancy feel presets and exposed controls for stability_preset, waterline_ratio, pontoon spread, primitive damping, buoyancy force ramps, drag forces, and start-above-water guidance so agents can tune boats and floating props without hardcoded game-specific shortcuts.
  • Updated guide tools and conventions with practical Water buoyancy authoring advice: use simple rectangular collision, keep the pivot centered, validate with small wave amplitudes, inspect returned stability guidance, and copy Blueprint defaults for runtime-spawned pawns.
  • Fixed JSON-RPC notification handling for native MCP clients. Rekall now answers notifications/initialized with an empty HTTP 202 Accepted response instead of returning a JSON body, matching MCP notification semantics for stricter clients.
  • Added a regression handshake test that initializes the server, sends the initialized notification, and verifies that the notification response is accepted without a JSON-RPC payload.
  • Documented the Codex native setup for Rekall's large MCP tool surface: enable deferred MCP tool discovery with tool_search_always_defer_mcp_tools, configure the Rekall endpoint at http://127.0.0.1:30080/mcp, then discover tools through rekall_search_tools.
  • Updated public count language from the older 480+ baseline and 510+ milestone to the current 617-tool surface exposed by the live Unreal plugin.
1.0.0.166 May 10, 2026

Boat buoyancy, material cloning, and Blueprint graph reliability.

  • Added mat_clone so agents can safely clone Engine, Water, and plugin materials into project content, apply scalar/vector/texture parameter overrides, inspect available parameter names, and assign the result to mesh actors or WaterBody actors without mutating source assets.
  • Added stronger ocean setup guidance and tool support so agents can pair water_ensure_ocean with collision setup and retunable water_ensure_waves assets for visible, inspectable water. Wave retuning now verifies the actual assigned waves object, rebuilds generated Gerstner waves, and reports max_wave_height for buoyancy-scale readback.
  • Improved water_configure_buoyancy for real Water buoyancy on floating boats. It now centers four pontoons from mesh bounds, returns Blueprint-default copy hints for spawned pawns, reports requested and effective mass, and uses stronger defaults for generated hulls.
  • Improved mat_create_simple so basic PBR and emissive materials honor explicit base color, emissive color, roughness, metallic, opacity, domain, blend mode, shading model, and two-sided settings.
  • Hardened phys_set_simulation to verify whether Unreal actually enabled physics, report blockers such as ComplexAsSimple collision or missing simple collision primitives, and skip camera proxy/frustum preview components during actor-wide boat setup unless explicitly requested.
  • Added stmesh_ensure_simple_collision and stmesh_clear_simple_collision so agents can add fitted box, sphere, or capsule physics collision to generated Static Mesh assets.
  • Improved bp_set_component_default so component-reference defaults can resolve sibling component names, useful for Water Buoyancy setups such as assigning SimulatingComponent to a boat mesh.
  • Improved Blueprint graph tooling for Enhanced Input. Class-pin edits now reconstruct nodes before later wiring, failed connections include source/target pin types, and guidance explains that Enhanced Input ActionValue pins are FInputActionValue values that should be converted before wiring to Vector2D pins.
  • Fixed and documented dropped schema params across Blueprint asset creation, audio, QA, IK retarget, UMG, game framework, water, and material tools.
  • Preserved the world-building polish notes for water fallbacks, viewport camera controls, Niagara ambience recipes, Niagara authoring tools, and terrain material roughness controls.
  • Updated the public website, bundled docs, and guide text to the current 612-tool surface exposed by the live Unreal plugin.
1.0.0.161 May 9, 2026

Water, material, physics, and Blueprint tool hardening.

  • Added stronger ocean setup guidance for water_ensure_ocean, retunable water_ensure_waves, visible water verification, and buoyancy-scale wave readback.
  • Added the first pass of water_configure_buoyancy, stmesh_ensure_simple_collision, stmesh_clear_simple_collision, stronger phys_set_simulation verification, and explicit mat_create_simple PBR settings.
  • Fixed and documented dropped schema params across multiple tool categories and updated public copy to the 611-tool surface.
1.0.0.151 May 8, 2026

Complete biome authoring and legal material-graph copying.

  • Added the complete biome authoring model: biome_create_authoring_model, terrain_create_biome_material, landscape_grass_type_create_or_update, foliage_type_create_or_update, procfoliage_add_foliage_type, and procfoliage_describe_spawner.
  • Added mat_graph_export and mat_graph_import so agents can copy legal material and Material Function graph structure — node classes, parameters, positions, and connections — without copying marketplace textures, meshes, or branded assets.
  • Added rekall_guide topic="biome_authoring" plus per-tool agent_hint responses that teach LLMs how to combine landscape layers, grass outputs, foliage types, spawners, and material graph copying safely.
  • Updated the public website, docs copy, and tool count to the current 606-tool surface exposed by the live Unreal plugin.
1.0.0.149 May 8, 2026

Visible PIE pawn driving and updated public tool counts.

  • Hardened pie_drive_pawn so movement is scheduled across real PIE ticks, making pawn-driving checks visible in the Unreal Editor viewport instead of relying on an immediate one-call location delta.
  • Updated the Rekall UE website, about page, bundled documentation, and homepage copy to show the 598-tool surface exposed by that live Unreal plugin release.
  • Regenerated the 1.0.0.149 Fab source package and website package ZIP so public artifacts match the plugin, documentation, and release copy.
1.0.0.147 May 8, 2026

Generic agent authoring primitives for real Unreal workflows.

  • Added reusable gameplay primitives for overlap actors, trigger volumes, counter state, overlap-driven effects, and actor roles so agents can assemble many game patterns without relying on genre-specific shortcut tools.
  • Added Blueprint intent diagnostics for graph summaries, event and function-call discovery, overlap setup validation, and clearer pin-mismatch recovery hints.
  • Added Enhanced Input inspection and PIE input helpers so agents can validate mapping contexts, character bindings, and player movement during editor play sessions.
  • Added QA assertions for level state, player movement, overlap firing, and explicit PIE/editor world selection to reduce false positives during automated checks.
  • Added UMG HUD-from-spec helpers plus text binding support for fast, repeatable in-game interface setup.
  • Added generic material, visual-role, layout, readability, asset bootstrap, transaction summary, workflow recommendation, and session-report helpers for more reliable multi-step agent work.
  • Updated Rekall guidance and regression scenarios to make the product boundary explicit: Rekall provides broad Unreal building blocks for agents, not one-off tools for every possible game idea.