v1.2.0 2026-10-15Added
StateTrees authored with Subtree parameters, property-function bindings and linked overrides, play paused when an actor's StateTree enters a named state, and what a StateTree did read back from a recorded trace · EQS queries run in a play session and handed to a Mass spawner, the Gameplay Ability System's C++ classes written, and abilities, attributes and Blackboards watched live while the game runs; gameplay_recipe's enemy AI can use a StateTree brain · Multiplayer: add a client to a running play session, reconnect one, read what replicates for each client, and send an RPC from call_function with the side it ran on in the answer · Saves, music and sound: save systems with categories, an asynchronous save with its saving indicator and the player kept, music stems that enter on the next bar and weapon loops on the beat, modulation patches and child submixes · lint_blueprints finds replication mistakes, costly ticks and casts, and untidy graphs; copy components and nodes between Blueprints, restructure a graph, read its exec order, and put Editor Utilities on the editor's menus · Cinematics: Movie Render Graphs made, checked and rendered layer by layer, with OCIO and multipart EXR; Sequencer constraints, Control Rig edits read first, split and trimmed sections, and a Sequencer spawnable in one call · Markerless body motion capture from one camera, in three calls · Data and pipeline: Curve Tables, Data Registries, World Conditions, localization, a preview of what an import would make, assets deleted in dependency order, unused assets found, and the game packaged with its run followed · Blender: garments lofted round a body with linings, collars, hoods and sleeves; Grease Pencil drawing, modifiers and SVG in and out; sculpt strokes, remeshing and Multires · Blender: modular kit pieces, rocks, plants, turf and trees, LOD chains, collision hulls, and a game-ready pass that sends a whole kit to Unreal in one call
Changed
A change cap: any call that would change more than 25 things shows the list first, and nothing is written until that list is committed · Every save checks out first
Fixed
A modal dialog no longer takes the bridge down · A write whose reply timed out is never run twice · Editor crashes from Python run during play, a Spawn Actor from Class node, a USD re-import, and duplicating an animation on UE 5.3 to 5.5 · delete_asset no longer touches a redirector it was not asked to
v1.1.0 2026-09-29Added
One-button setup: SETUP ▸ Set up Claude Code installs the MCP server and connects Claude Code to your editor · vfx_recipe builds more than 50 effects from a plain request - fire, smoke, explosions, blood, water, weather, sparks and magic - with lights and their own sound, and the vfx_niagara tools read and author an emitter's module stack · Audio: MetaSound graphs read, edited and built from templates, Sound Cues read and built, sound_flow_report and audio_census, and a round trip between REAPER and Unreal · gameplay_recipe builds whole systems in one call: weapons, doors, health, inventory, save, settings menus, an enemy AI with perception, and interaction · Bulk writes preview first and commit exactly what they previewed: renames, redirector fixes, consolidation, collections, moves between levels, package reloads and batches · StateTree authoring with property bindings, Behavior Tree authoring, bone posing with two-bone IK, and describe_anim_blueprint · Lighting and level tools: calibrate_lights, set_exposure, lighting, layout, collision and ambience reports, atmosphere_pass, scene_cost, GPU and frame profiling, and Nanite on meshes and landscapes · Blender and Unreal hand off in one call (mif_send_to_unreal, mif_send_to_blender), build_tree grows real leaves, and Blender's fluid, EEVEE and Cycles settings can be written and read · A once-a-day update check, switched off in Editor Preferences ▸ Plugins ▸ Mif Bridge
Changed
A default MCP session loads three tools - find_tools, mif_call and run_python - and reaches the rest on demand: about 3,900 tokens a request, against 134,569 in 1.0.0 with every tool loaded up front · Python for Unreal and Blender is one built-in tool, run_python · 22 tool packs, split by workflow, each with its own measured rules · The store package keeps its Python under Content/Python/MifBridge/ and no longer carries CHANGELOG.md - after updating, press Set up Claude Code again · Every file the bridge writes says what it replaced, and overwrite:false refuses the path
Fixed
A second editor on one project keeps its own crash journal · trace_stop reports a stop only once the trace file is closed · A Niagara edit is no longer lost to a compile still running · fixup_redirectors works on UE 5.3, and decal materials compile on UE 5.3 to 5.5 · Editor crashes from a function graph in a macro library, a set_property into a container its owner rebuilds, and stop_pie after a call that made objects in the play world · MifBridge no longer switches Live Link, MassEntity or MetaHuman on in your project, and loads in Blueprint-only projects on UE 5.6 to 5.8 · Deleting an actor on UE 5.3 and 5.4 no longer moves other actors out of their Outliner folders · On UE 5.3 to 5.7, Unreal's Nanite Missing Project Settings! notice no longer crashes the editor when it is dismissed after its mesh was deleted: MifBridge closes it first
v1.0.0 2026-09-17Added
Blender undo, redo and undo_history: every bridge call that changes the scene is one undo step · call_function invokes any BlueprintCallable function on a live object · Blender: vertex_info, set_material_volume for smoke, fire and fog, convert_object for baking a curve's or text's modifiers into a mesh, and a choice of GPU backend for render_animation · Blender modifiers go on curves, text, surfaces and lattices, and shape keys can be keyframed · describe_op lists a Blender op's refusals before the call, and an unknown op name answers with the ops it most likely meant · draw_debug can erase what it drew
Changed
Out of beta: swept on stock UE 5.3 to 5.8 with no failing suite, and every Blender suite green on 3.6 to 5.2, before this release · The release zip carries only what a user runs · GPU animation renders in Blender keep their data between frames and denoise on the GPU · duplicate_actors copies an attached assembly as an assembly
Fixed
Deleting rigid bodies and their joints no longer crashes Blender · file_info.isDirty and open_file see the bridge's own writes, so unsaved work is no longer discarded silently · A rigid body bake no longer outlives its bodies, and undo recording no longer stops a Mantaflow simulation · convert_object no longer destroys instances and particle systems · An NLA strip plays at the influence it is given · set_compositing turns the compositor off on Blender 5 without reporting a failure
v0.9.0 2026-09-04Added
Thirteen Unreal endpoints, among them set_node_state, group_actors and ungroup_actors, register_landscape_layer, viewport bookmarks, set_material_layers and blend-profile ops · rename_asset renames[] for bulk renames in one pass · MifBlender grew from 68 operations to 151, across modelling, materials, UV, rigging, lighting, cameras, animation, geometry nodes, physics, particles, rendering, world and compositing
Changed
Seven calls that silently ignored an argument now refuse it: trace, draw_debug, create_procedural_mesh, blueprint_watch, blueprint_breakpoint, start_pie and list_sublevels · delete_asset names what is holding an asset instead of saying it cannot tell
Fixed
override_inherited_component could not be called through the MCP server (0.3.0 to 0.8.1) · sculpt_landscape flatten and smooth never worked through the MCP server (0.3.0 to 0.8.1) · map_legacy_input, set_struct_member, set_enum_value and set_collision were uncallable or misreported through the MCP server · The Blender add-on stopped answering ok:true for work it had not done