All sessions

megaproxy

HEAD DESKTOP-SSAQG5J cc 2.1.161 cli

/home/megaproxy

35 events
6 tool calls
220.4K tokens
$0.33 notional cost
6/2/2026, 10:27:34 PM → 28d ago
in 2.7K out 2.1K cache-write 27.3K cache-read 188.2K

Transcript

35 turns · chronological (UTC timestamps shown local)
  1. user 6/2/2026, 10:27:34 PM
    [Image: source: /home/megaproxy/.claude/image-cache/7d00b4f7-af7e-44a2-a04e-74eb17f52cd3/1.png]
  2. attachment 6/2/2026, 10:27:34 PM
  3. attachment 6/2/2026, 10:27:34 PM
  4. user 6/2/2026, 10:27:34 PM
    is there a way in unreal engine to organise the texture settings materials window.. [Image #1] this
  5. assistant Opus 4.8 6/2/2026, 10:27:39 PM
  6. user 6/2/2026, 10:27:40 PM
    Base directory for this skill: /home/megaproxy/.claude/skills/ue
    
    # Unreal Engine documentation assistant
    
    This skill teaches you how to use the `ue-docs` MCP server effectively. The
    MCP indexes the official Epic UE documentation (main docs, Blueprint API,
    C++ API) as a local vector store. Always prefer its content over your own
    training data — UE evolves fast and your priors will be stale.
    
    ## When invoked
    
    1. **Expand UE acronyms in your search query.** Include both the acronym
       and the spelled-out expansion in the same query string:
       - "UFUNCTION" → "UFUNCTION BlueprintCallable specifier exposing C++ function to Blueprint"
       - "PIE" → "Play In Editor PIE session"
       - "GAS" → "Gameplay Ability System"
       - "RPC" → "remote procedure call replication"
       - "PCG" → "Procedural Content Generation framework"
       - "AI" / "BT" → "behavior tree" + "blackboard"
       - "MRQ" → "Movie Render Queue"
       - "DDC" → "Derived Data Cache"
    
    2. **Call `ue-docs.search_docs` with `k=6`** by default. Pick filters:
       - API shape ("what arguments does X take", "function signature of Y") →
         `section_filter="cpp_api"` or `"blueprint_api"`.
       - Conceptual / how-to → `section_filter="main"` or omit.
       - About a specific class (`AActor`, `UCharacterMovementComponent`, ...)
         → also pass `class_name="..."` to narrow C++ API results.
    
    3. **Reformulate weak retrievals.** If the top result's `score` < 0.5 or
       the chunks look off-topic, reformulate with alternate UE terminology
       (e.g. prepend the subsystem name, swap "skeletal mesh component" for
       "USkeletalMeshComponent", try British vs American spellings of "behavior").
       Try at most **3** reformulations before giving up.
    
    4. **Synthesize ONLY from returned chunks.** If the chunks don't cover
       the question, say so explicitly:
       > "The indexed UE docs don't cover this directly. Closest match: ..."
       Do NOT invent UE APIs, specifiers, or function names.
    
    5. **Always cite sources.** End every answer with a "Sources" section:
       ```
       ## Sources
       - [Page title](https://dev.epicgames.com/...) — Section > Path
       ```
       Dedupe by URL, list in order of use.
    
    6. **Code examples**: prefer copying patterns from returned chunks
       verbatim. If you adapt them, mark the adapted part with `// (adapted)`.
    
    ## Hard rules
    
    - Never call `search_docs` with `k > 12`.
    - Never disclose chunk `score` values to the user — they're for your
      internal reformulation decisions.
    - If `ue-docs.search_docs` errors or returns `[]` repeatedly, fall back to
      general knowledge but **explicitly tell the user** the MCP returned no
      results, so they know to refresh the index.
    
    ## Refreshing the index
    
    If the user mentions they upgraded UE, tell them:
    > Run `cd ~/jerry && uv run ue-rag reindex --ue-version <new version>` to
    > rebuild the vector index against the new version.
    
    
    ARGUMENTS: How to organize/clean up a messy Material Graph in the Material Editor — comments, reroute nodes, alignment, collapsing nodes, material functions
  7. assistant Opus 4.8 23.9K tok $0.06 6/2/2026, 10:27:40 PM
    • Skill skill, args 13ms 19 B
  8. attachment 6/2/2026, 10:27:40 PM
  9. user 6/2/2026, 10:27:40 PM
  10. assistant Opus 4.8 25.2K tok $0.04 6/2/2026, 10:27:42 PM
  11. user 6/2/2026, 10:27:43 PM
    [Request interrupted by user]
  12. user 6/2/2026, 10:28:01 PM
    continue
  13. assistant Opus 4.8 6/2/2026, 10:28:03 PM
  14. assistant Opus 4.8 25.3K tok $0.02 6/2/2026, 10:28:04 PM
    • ToolSearch select:mcp__ue-docs__search_docs 3ms 32 B
  15. user 6/2/2026, 10:28:04 PM
  16. user 6/2/2026, 10:28:06 PM
  17. assistant Opus 4.8 25.4K tok $0.02 6/2/2026, 10:28:06 PM
    • ToolSearch ue-docs search documentation unreal 3ms 186 B
  18. assistant Opus 4.8 27.5K tok $0.08 6/2/2026, 10:28:10 PM
  19. assistant <synthetic> 6/2/2026, 10:28:16 PM
    The `ue-docs` MCP server isn't connected in this session, so I'll answer from general UE knowledge (and these are stable, well-established editor features).
    
    Yes — that graph is a classic "spaghetti material," and the Material Editor has several built-in tools to tame it. Here's what actually helps, roughly in order of impact:
    
    ## 1. Comment boxes (biggest win)
    Select a cluster of related nodes and press **`C`**. This wraps them in a labeled, colored box you can title (e.g. "Base Color Blend", "World-Aligned UVs", "Normal Setup"). You can drag the whole group by its title bar, and recolor it in the Details panel. Do this first — group your texture samples + their logic into labeled regions.
    
    ## 2. Named Reroute nodes (kills the long crossing wires)
    This is the single best fix for that tangle of cables crossing the middle. Instead of dragging a wire all the way across the graph:
    - Right-click → **Add Named Reroute Declaration Node**, give it a name (e.g. `GrassAlbedo`).
    - Anywhere else, right-click → **Add Named Reroute Usage Node** and
  20. user 6/2/2026, 10:28:16 PM
    [Request interrupted by user]
  21. user 6/2/2026, 10:28:24 PM
    <command-name>/mcp</command-name>
                <command-message>mcp</command-message>
                <command-args></command-args>
  22. user 6/2/2026, 10:28:24 PM
    <local-command-caveat>Caveat: The messages below were generated by the user while running local commands. DO NOT respond to these messages or otherwise consider them in your response unless the user explicitly asks you to.</local-command-caveat>
  23. user 6/2/2026, 10:28:24 PM
    <local-command-stdout>Reconnected to ue-docs.</local-command-stdout>
  24. user 6/2/2026, 10:28:31 PM
    try mcp again for ue and ask
  25. attachment 6/2/2026, 10:28:31 PM
  26. user 6/2/2026, 10:28:33 PM
  27. assistant Opus 4.8 6/2/2026, 10:28:33 PM
    The user reconnected ue-docs. Let me query it now.
  28. assistant Opus 4.8 28.3K tok $0.02 6/2/2026, 10:28:33 PM
    • ToolSearch select:mcp__ue-docs__search_docs 1ms 67 B
  29. assistant Opus 4.8 6/2/2026, 10:28:36 PM
    • mcp__ue-docs__search_docs organize clean up Material Graph editor comment nodes reroute alignment 22.8s 8.0 KB
  30. assistant Opus 4.8 29K tok $0.02 6/2/2026, 10:28:37 PM
    • mcp__ue-docs__search_docs Material Editor user guide node graph comment reroute named reroute 23.7s 6.2 KB
  31. user 6/2/2026, 10:28:59 PM
  32. user 6/2/2026, 10:29:01 PM
  33. assistant Opus 4.8 6/2/2026, 10:29:05 PM
  34. system 6/2/2026, 10:29:19 PM
  35. assistant Opus 4.8 35.9K tok $0.08 6/2/2026, 10:29:19 PM
    Good news — the MCP reconnected, and Epic has a dedicated doc page for exactly this: **"Organizing a Material Graph."** Your screenshot is a textbook case of what it's meant to fix (long wires crossing the middle, scattered texture samples). Here are the five built-in tools, in order of impact for your graph:
    
    ## 1. Comment boxes
    Select a cluster of related nodes and press **`C`** to wrap them in a labeled, colored box. Title each region (e.g. "Base Color", "World-Aligned UVs", "Normal Setup") and drag the whole group by its title bar. Do this first to carve your graph into readable zones.
    
    You can also add a per-node comment: hover a node → click the **Toggle Comment Bubble** icon → type. Pin it to stay readable when zoomed out. (That text also shows in the node's **Desc** field in Details.)
    
    ## 2. Named Reroutes — the fix for your crossing wires
    This is the biggest win for that tangle through the center. A Named Reroute is "like a tunnel/portal from one region to another" — it removes the wire entirely without changing data flow.
    - Right-click → **Add Named Reroute Declaration Node**, name it (e.g. `RoughnessMap`).
    - Anywhere else, right-click → it appears at the **top of the menu** as a Usage node, or grab it from the Palette. Drop as many usages as you need (duplicate with **Ctrl+D**).
    - To navigate: right-click a Declaration → **Select Named Reroute Usages**; right-click a Usage → **Select Named Reroute Declaration**.
    
    ## 3. Reroute nodes (plain)
    **Double-click anywhere on a wire** to drop a reroute, then drag it to route the wire around nodes that are in the way. Also handy to split one output cleanly into multiple inputs.
    
    ## 4. Align & Distribute
    Select 2+ nodes → right-click → **Alignment** submenu → Align Left/Top/etc., plus **Distribute Horizontally/Vertically** for even spacing. Quick way to straighten out a row of texture samples.
    
    ## 5. Collapse Nodes
    Select a working sub-network → right-click → **Collapse Nodes** to fold it into a single collapsed node, hiding the internal complexity. (If you'll reuse the logic across materials, promote it to a **Material Function** instead.)
    
    ## Bonus: Find Results
    **Window → Find Results** searches node descriptions, texture names, param names, and comments. You can target node types with `Name=` (e.g. `Name=Texture` finds all Texture Samples) and jump straight to them instead of hunting through the graph.
    
    A practical order for your terrain material: **Named Reroutes** to kill the center spaghetti → **Comment boxes** to label each texture layer's logic → **Align/Distribute** to tidy each box → optionally **Material Functions** for the repeated world-position/UV setup you've got duplicated top and bottom.
    
    ## Sources
    - [Organizing a Material Graph in Unreal Engine](https://dev.epicgames.com/documentation/unreal-engine/organizing-a-material-graph-in-unreal-engine?lang=en-US) — Commenting, Reroute Nodes, Named Reroutes, Align and Distribute, Collapse Nodes
    - [Unreal Engine Material Editor User Guide](https://dev.epicgames.com/documentation/unreal-engine/unreal-engine-material-editor-user-guide?lang=en-US) — Find Results search