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_BLUEPRINTSorUNSAVED_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.