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Latest updates from YominUnreal.

PLUGIN2026-10-27

LLMEasyShell v1.3.0 — Trace Tab + ui press --root

Feature release: a live command-trace window in the editor — the "LLM Shell Trace" tab lists every shell command as it executes with a detail pane, filter box, failures-only toggle and auto-scroll; opens from the Play-toolbar port widget and auto-opens once per session (`LLMEasyShell.TraceAutoOpen 0` disables). Public C++ data plane: 500-entry ring buffer (`GetRecentTraces()`) + `FOnShellCommandTraced` multicast. `ui press` gains `--root <UClass>` multi-root resolution with honest 0-hit diagnostics. UE 5.5 / 5.6 / 5.7 / 5.8 all build with zero errors and zero warnings via BuildPlugin -rocket.

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FEATURE2026-10-26

LLMDynamicUI v1.1.4 — Editor Parent Class Picker + Standalone Build Fix

LLMDynamicUI v1.1.4 adds a UMG parent-class picker to the editor panel (enumerates loaded UUserWidget subclasses, including your project's widget bases and the CommonUI bases) and really implements the previously advertised-but-ignored `ui generate --common-ui` / `--layer` and `ui list-types --category` flags. It also fixes a batch of claim drift: the ability tool list de-duplicated, its version field re-attached to the real plugin version, ghost types removed from the catalog. One fix is key for Fab users: the editor module's hard compile-time dependency on LLMEasyShell is now a conditional soft dependency — marketplace installs (no shell) compile and link cleanly, with notifications falling back to the engine notification manager. The `.llmui` format is unchanged.

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PLUGIN2026-10-26

LLMEasyShell v1.2.0 — the shell any plugin can build on

Platform-host release: Python ability hosting is open to every plugin — drop `.py` abilities into any plugin's `Content/Python/<Package>/abilities/` and they are discovered automatically. Two new one-call extension points (`RegisterShellCommand` / `AddPythonAbilityRoot`), six new built-in abilities, and the plugin is now fully project-agnostic: the host-project conditional dependency, the 21 project-owned abilities, and the `ui state` command are gone. 13 UI/input/screenshot helpers previously trapped behind the host check now work everywhere. UE 5.5 / 5.6 / 5.7 / 5.8 all compile clean via BuildPlugin -rocket.

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PLUGIN2026-10-26

LLMEasyShellLite v1.2.0 — registry-driven help, project-agnostic gamestate

Lite Shell v1.2.0 makes the command surface self-describing: `help` now enumerates the command registry instead of a hardcoded list, so `livecoding` and its aliases finally show up. `gamestate` resolves the player pawn in any project instead of a host-specific class, and the "read-only" claim is scoped to what Lite actually enforces. The plugin now ships with zero project-specific content. UE 5.5 / 5.6 / 5.7 / 5.8 all compile clean via BuildPlugin -rocket.

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RELEASE2026-10-26

LLMMaterial v1.4.0 — Substrate Round Trip + Single Generation Path

LLMMaterial v1.4.0 (v1.1.2 → v1.2.0 → v1.3.0 → v1.4.0) makes Substrate materials fully round-trippable: `material export` rebuilds the `substrate` block topology (slabs, composition tree) instead of dumping flat nodes, so an exported file feeds straight back into `material generate`. The editor panel and the shell command now share one generation path, export and parse share one enum table (no more silent domain/blend downgrades), slab I/O is reflection-based (Hair / Unlit / Eye / SingleLayerWater slabs keep all inputs), a 12-file example set ships in `Config/Examples/`, and the Python `material` ability auto-registers when LLMEasyShell / LLMEasyShellLite is installed. Engine matrix 5.5 / 5.6 / 5.7 / 5.8 (Win64) unchanged — all four verified with clean `BuildPlugin -rocket` runs.

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PLUGIN2026-10-26

LLMStateTree v1.2.0 — 9 Sub-command Agent Surface + Contract Hardening

LLMStateTree v1.2.0 goes agent-first: the `llmstatetree` command surface grows to 9 sub-commands (new: preview / nodes / schema) so LLM agents can dry-run a document without writing an asset, list the node types the project actually has via reflection, and dump node schema snapshots. The same batch hardens the DSL contract: roundtrip fidelity fixed (export→re-import used to drop every parameter), unknown vocabulary now errors instead of silently falling back to defaults, and validation warnings surface in the agent envelope. Sample corpus grows to 7 and doubles as the roundtrip regression corpus. Engine matrix 5.5 / 5.6 / 5.7 / 5.8 all PASS.

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RELEASE2026-10-26

LLMMetaSound v1.2.0 — Formalized DSL Contract + Headless Generation

LLMMetaSound v1.2.0 (v1.1.1 → v1.2.0) formalizes the `.llmmetasound` DSL contract: a top-level authoritative `AssetType` field, `ClassPath` disambiguation for overloaded operator nodes, pin-name edges (`FromPinName` / `ToPinName`) as the preferred stable dialect, and an `OutputFormat` channel layout (Mono / Stereo / Quad / 5.1 / 7.1) so a stereo graph on a mono source no longer silently drops a channel. A new headless console channel (`LLMMetaSound.Inspect` + `LLMMetaSound.Generate`) produces `.uasset` from DSL without a GUI editor, CI-ready. One-shot is now the safe default, ambiguous class resolution fails loud with candidates, three new example files ship, and UE 5.7 compatibility is restored (5.7 / 5.8 verified with clean `BuildPlugin -rocket` runs).

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FIX2026-07-02

LLMMaterial v1.1.2 — Multi-UE 5.5/5.6/5.7/5.8 Build Regression Fix

LLMMaterial v1.1.2 fixes a UE 5.8 build regression plus the Documentation.md / README.md "UE 5.7+" fossil. MaterialBuilder.cpp L432-466 accessed 21 deprecated `UMaterial::bUsedWithXxx` members that UE 5.8 flags as C4996; we wrap the access with `PRAGMA_DISABLE_DEPRECATION_WARNINGS` instead of switching to `UMaterial::SetUsageByFlag(MATUSAGE_Xxx, bool)` (private on UE 5.5/5.6/5.7, only public on UE 5.8). Engine matrix 5.5 / 5.6 / 5.7 / 5.8 (Win64) unchanged.

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