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Медиа 1 для объявления The Plug - Unreal Capability Mesh
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Описание

The Plug - Unreal Capability Mesh (UCM) is a multi-interface connector for Unreal Engine plugins. It lets editor plugins discover each other and pass data through declared routes, without hard compile-time dependencies between them.

Instead of wiring feature plugins together in C++, hoping module dependencies stay in sync, or rebuilding a bridge every time a new tool is added, this plugin gives you a dedicated workflow for connecting plugin inputs and outputs. You describe capabilities, endpoints, schemas, rules, and routes as JSON manifests under `Config/UnrealCapabilityMesh/`, and the generic runtime discovers providers, connects compatible ports, validates schemas and policies, plans safe pipelines, and writes local diagnostics.

The connector speaks several invocation interfaces — reflection functions, file contracts, and modular-feature providers — so one route can chain calls across different plugins regardless of how each one exposes its work. It also includes a generic DataAsset/DataTable administration surface and a whitelisted configuration administration surface, both driven by the same declared routes and safety model.

It is designed for Unreal Engine plugin developers, tools programmers, technical directors, pipeline engineers, and teams that maintain several editor plugins and want clean, reviewable interoperability as project data instead of glue code.


What You Get:

  • A generic C++ connector with no product-specific bridge logic.

  • JSON manifest contracts for capabilities, endpoints, schemas, rules, routes, transforms, and adapters.

  • Discovery that validates manifests and reports capability availability.

  • A safe route planner and executor driven by a side-effect policy and rule set.

  • Multiple invocation interfaces: reflection functions, file contracts, and modular-feature providers.

  • A generic DataAsset/DataTable administration surface (export, import, sync) callable as JSON.

  • A whitelisted configuration administration surface for UObject config, UObject instances, and JSON files.

  • A Tools-menu editor control panel for reload, discovery, diagnostics, dry runs, and adapter authoring.

  • Local diagnostics written under `Saved/UnrealCapabilityMesh/`.

  • An optional MCP gateway so external hosts can operate and administer the connector — reload, inspect, dry-run, execute routes, and read/write whitelisted config.

  • Example ecosystem manifests and documentation.

The plugin does not add runtime gameplay code and is intended for editor and pipeline interoperability.


🔹 Key Features

  • Setup-driven, dependency-free connector

    Integrations are declared in project JSON, not compiled into the hub. The C++ runtime never branches on partner plugin names or provider-specific capability ids.

  • Manifest-based capability contracts

    Declare capabilities, endpoints, schemas, rules, routes, transforms, and adapters under `Config/UnrealCapabilityMesh/`. Capabilities define what a provider exposes; endpoints define how it is invoked; schemas define the data shape; rules define what is allowed; routes define ordered, checked pipelines.

  • Connects inputs and outputs across plugins

    Routes chain capability steps and pass a shared JSON binding context between them, so the output of one plugin can become the input of another without either plugin depending on the other.

  • Multiple invocation interfaces

    One invocation router connects reflection static/subsystem/CDO functions, file contracts, and modular-feature providers, so different plugins can participate in the same route regardless of how they expose their work.

  • Discovery and validation

    The runtime starts from `project_profile.json`, resolves explicit or scanned manifest paths, validates each `schema_version` prefix, checks required plugins, editor requirements, and supported invocation modes, then reports availability per capability.

  • Safe route planning and execution

    Routes are ordered, schema-checked pipelines. The planner aggregates side effects and the rule engine decides allow, approval-required, dry-run, or block. The executor keeps one shared JSON binding context across all steps.

  • Declared side-effect policy

    Side-effect tags such as `read_only`, `saved_folder_write`, `project_config_write`, `asset_mutation`, `project_mutation`, `network`, and `ai_completion` drive policy. Routes that mutate assets or project state require explicit approval supplied in the route input.

  • DataAsset/DataTable administration

    JSON-callable export, import, and sync of setup data through declared endpoints, with composite DataTable safety and `asset_mutation` only when policy allows it and approval is supplied.

  • Configuration administration

    A whitelisted surface reads and writes UObject config, UObject instances, or single JSON files through declared, approval-gated routes.

Editor control panel

Open Tools → The Plug - Unreal Capability Mesh for reload, discovery status, diagnostics, route dry runs, a text graph, and adapter authoring.

Adapters for third-party plugins

Map a provider's callable functions or file contracts into the connector through adapter manifests, without adding a direct C++ dependency to the hub.

Optional MCP administration gateway

A JSON gateway lets external MCP hosts operate and administer the connector: reload setup, list capabilities, dry-run and execute routes, and read or write whitelisted plugin settings and project config files through approval-gated config-admin routes. MCP is optional — the connector works fully on its own — but it can be administered over MCP when you want it.


Zero bundled runtimes

No AI model, no Python or Node.js runtime, and no standalone executable are included.


🔹 Typical Use Cases

  • Connecting multiple editor plugins without hard compile-time dependencies

  • Passing the output of one plugin into another through declared routes

  • Declaring safe, policy-checked routes for asset or config administration

  • Exporting, importing, and syncing DataAsset/DataTable setup data as JSON

  • Replacing one-off bridge plugins with declared manifests and adapters

  • Reviewing interoperability as project data before release

  • Teams that want a generic, reusable connector instead of bespoke glue code

🔹 Included Content

The Plug - Unreal Capability Mesh plugin (Runtime, Editor, Developer modules)

Runtime connector: loader, registries, discovery, rule engine, route planner/executor, transform engine, invocation router, diagnostics, knowledge store

DataAsset/DataTable asset administration subsystem

Configuration administration subsystem for whitelisted targets

Optional MCP gateway subsystem for operation and administration

Editor Tools-menu control panel

Example ecosystem manifests under `TinyToolDev_Examples/Config/UnrealCapabilityMesh/`

Documentation folder, README, CHANGELOG, and test fixtures

🔹 Requirements & Compatibility

  • Engine: Unreal Engine 5.x

  • Tested with: Unreal Engine 5.4+ (through 5.7)

  • Platforms: Win64 / Mac / Linux

  • Code: C++ plugin with Runtime, Editor, and Developer modules

Setup: project JSON manifests under `Config/UnrealCapabilityMesh/`

Runtime impact: no runtime gameplay dependency intended


🔹 Notes

UCM is a connector, not an AI stack or tool pack. It does not include AI models, prompts, providers, or agent runtimes, and it does not mutate assets by itself — mutation must be performed by a declared endpoint and allowed by policy with explicit approval. It contains no product-specific bridge logic; integrations live in manifests and adapters. Review source-control diffs after any approved mutating route.

🔹 Support

If you encounter issues or have ideas for improvements, feel free to reach out via the Fab support section or the Discord support channel. Feedback from plugin developers, tools programmers, technical directors, and teams building multi-plugin pipelines is especially welcome.


Previous versions are available on request.

🔹 Discord Support Channel

    https://discord.gg/CHUStPTkqN

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