Loomle MCP for Unreal

io.github.loomle由 GitHub 账号 loomle 发布v0.7.14更新于 Oct 24, 2026

Structured, verifiable Unreal Engine editing for AI agents.

已验证STDIO仅桌面开发者工具媒体与设计

概览

AI 生成的概览

Loomle 让 AI 助手通过结构化 SAL 文本读取和修改 Unreal Engine 编辑器对象,如蓝图、图表、控件、类和资产。

可以做什么
  • 查看并绑定 Unreal 项目,检查客户端、会话与 Bridge 状态
  • 以紧凑 SAL 文本查询蓝图图表、控件树、类反射、资产和 StateTree
  • 先试运行再应用有序 SAL 补丁,并编译、保存
  • 发现 SAL 模块、接口卡片和 Loomle 工作流技能
  • 观察编辑器当前状态,或打开、聚焦、关闭指定蓝图或图表
  • 在结构化接口未覆盖时运行不受限制的 Unreal 编辑器 Python
适用场景
适合需要检查或修改 Unreal Engine 5.7 或 5.8 项目的场景,例如读取蓝图图表、控件树或类默认值,或进行先试运行、可验证的编辑,而不是靠猜测处理二进制资产。
运行要求
作为本地 stdio 进程在用户桌面机器上运行。需要安装并启用 LoomleBridge 插件的 Unreal Engine 5.7 或 5.8,并以 mcp 参数启动随附的 Loomle 客户端。无需单独安装 Python、Node.js 或全局组件;未声明认证或环境变量。
安装前请注意
python 工具会运行不受限制的 Unreal 编辑器 Python,可执行编辑器能做的任何操作。SAL 补丁会修改项目资产,编译和保存会写入项目,建议先试运行并检查变更。客户端通过本地运行时状态目录发现正在运行的 Bridge,每个会话保持一个项目绑定。

安装

在 SourceWeft 中

  1. 打开 控制台中的 Loomle MCP for Unreal,将其添加到工作区。
  2. 为需要使用其工具的对话启用该服务。

Desktop only,通过 STDIO。 STDIO 服务会启动本地进程,因此需要 SourceWeft 桌面宿主。

其他 MCP 客户端

参照 仓库 中的启动说明。

README

Loomle

Loomle is an agent-native Unreal Engine integration for reading and changing complex editor objects through SAL, the Structured Agent Language.

SAL turns Blueprint graphs, Widget trees, Class reflection, Assets, and other non-text UE state into compact, ordered text that both people and agents can read, copy, discuss, and patch. It stays faithful to UE: native paths, types, field names, values, palette actions, compiler diagnostics, and editor semantics remain native instead of being replaced by a parallel JSON model.

Why Loomle

Text code already gives agents precise search, references, diffs, and edits. Unreal assets do not. Loomle supplies that missing text workflow while keeping the editor and UE APIs as the source of truth.

  • Compact SAL Object Text uses fewer tokens than large generic JSON payloads.
  • Queries start with summaries and local views instead of downloading an entire graph.
  • Target-relative stable identity paths make returned Nodes, Pins, Graphs, Widgets, and Blueprint objects safe to follow up without kind namespaces.
  • Palette and dynamic schema discovery let agents use capabilities that UE actually exposes instead of guessing constructors or fields.
  • Dry runs share the real parse, resolve, validate, and plan path before any mutation is applied.
  • Native compiler and object health diagnostics stay adjacent to the objects they describe.

Current 0.7 Interface

The standalone Client exposes eight MCP tools:

  • status: inspect the Client version, update availability, and bound session and Bridge health.
  • project: inspect project availability and bind this MCP session to one Unreal project.
  • sal_query: execute one self-contained SAL Query Text.
  • sal_patch: execute one ordered SAL Patch Text.
  • sal_schema: discover the resident SAL guide and the active interface cards.
  • agent_skill: discover and load MCP-managed Loomle workflow Skills without a separate agent-specific installation.
  • editor: observe the current Unreal interaction with empty arguments, or open, focus, and close an exact Blueprint or Graph from canonical SAL Target Text.
  • python: run unrestricted Unreal Editor Python only as a fallback for capabilities not covered by a structured Loomle interface, and poll an execution only when the initial result supplies a continuation.

The current public SAL modules are Asset, Blueprint, Class, Graph, StateTree, and Widget. They cover Asset Registry discovery, Blueprint declarations and components, Class reflection and defaults, graph-local flow and mutation, StateTree hierarchy and bindings, Widget trees, factual reference queries, compilation, save, and editor context.

Example:

sal
door = target {  domain: blueprint,  asset: "/Game/Blueprints/BP_Door.BP_Door"}
query doorsummary

Use sal_schema({}) for the active module index and sal_schema({ module: "graph" }) for one exact interface card. Supported exact reads and Palette Entries provide dynamic discovery with with schema; each interface card states the exact subjects that accept it.

Install

The latest stable Loomle release is available from GitHub Releases for Unreal Engine 5.7 and 5.8. Choose the package matching the installed engine version:

PackageContents
loomle-bridge-ue5.7.zipComplete UE 5.7 plugin for Mac Apple Silicon and Windows x64
loomle-bridge-ue5.8.zipComplete UE 5.8 plugin for Mac Apple Silicon and Windows x64

These stable filenames always resolve through the latest final GitHub Release. That release also retains immutable, versioned copies of both archives.

The Fab listing provides the current marketplace-approved Loomle build. GitHub Releases may be newer while a Fab update is under review.

The complete archive contains both native targets and their matching Clients:

text
LoomleBridge/  Source/  Resources/    Loomle/      <platform-arch>/        loomle(.exe)

The executable under Resources/Loomle is the self-contained SAL Client. It requires no separate Python, uv, Node.js, global Loomle install, or project-local Client.

Before upgrading from 0.6, close Unreal Editor and remove or move the old <Project>/Plugins/LoomleBridge directory. A same-named project plugin takes precedence over the new engine plugin and would keep loading 0.6.

Extract the complete archive, then copy the LoomleBridge directory to:

text
<UE_5.7-or-5.8>/Engine/Plugins/Marketplace/LoomleBridge

Enable LoomleBridge, restart Unreal Editor, and configure an MCP server named loomle to launch the bundled Client with the argument mcp:

text
macOS:   LoomleBridge/Resources/Loomle/darwin-arm64/loomleWindows: LoomleBridge/Resources/Loomle/win32-x64/loomle.exe

Full instructions: https://loomle.ai/install.html

Quickstart

  1. Open an Unreal project with LoomleBridge enabled.
  2. Restart Codex, Claude, or the relevant MCP host after configuring Loomle.
  3. Call status once to inspect Client, update, session, and Bridge health.
  4. If the session is unbound, call project to inspect or bind the intended project.
  5. Call editor({}) to begin from the user's current editor state; use editor({ operation: "open" | "close", target }) for exact Blueprint or Graph presentation control.
  6. Use sal_schema when the target module or exact operation is unfamiliar.
  7. Inspect with sal_query, dry-run changes with sal_patch, then apply and finalize through the owning asset.

See https://loomle.ai/quickstart.html for a complete first query and patch.

Architecture

text
Agent / MCP host  -> bundled Loomle Client (stdio MCP + SAL)  -> local runtime record  -> LoomleBridge inside Unreal Editor  -> UE 5.7 or 5.8 editor APIs and object model

The Client discovers live Bridge instances through ~/.loomle/state/runtimes. This directory is runtime discovery state, not a global installation. Each MCP session keeps one sticky project binding and validates that project's current Editor with a short live health probe. If the bound project is offline, Loomle reports that state and never falls through to another online project. Use project({}) to inspect candidates and bind or switch explicitly when needed.

Development

The repository has four current product boundaries:

  • sal/: language parser, normalized model, schemas, and TypeScript SDK.
  • interfaces/: resident guide and static UE interface cards.
  • client/: standalone MCP Client.
  • engine/LoomleBridge/: Unreal Editor plugin.

Install workspace dependencies and run the TypeScript test suite:

sh
npm installnpm test

Build and test the native Client for the current supported runner:

sh
npm run build:executablenpm run test:executable

Run the complete Loomle UE Automation category against a same-commit development plugin compiled with the native tests:

sh
npm run test:ue-automation -- \  --ue-root <UE-root> \  --project-template tests/fixtures/ue/LoomleTestHost \  --plugin-dir <compiled-same-commit-test-plugin> \  --output-dir <new-artifact-directory> \  --target darwin-arm64

The output directory must not already exist. Raw plugin source is not a runnable candidate. The final release archive intentionally excludes native test code, so it is not the complete Automation candidate.

Run the small packaged Client-to-UE workflow against the exact audited release archive and its bundled Client:

sh
npm run test:packaged-e2e -- \  --ue-root <UE-root> \  --project-template tests/fixtures/ue/LoomleTestHost \  --plugin-archive <final-release-candidate.zip> \  --output-dir <new-artifact-directory> \  --target darwin-arm64

Release assembly consumes only the canonical program at .tmp/client/<platform-arch>/loomle(.exe) and combines it with the Bridge source plugin. See packaging/client/ and packaging/fab/ for the artifact contracts.

Documentation

Repository and product design documents live under docs/; canonical SAL and UE interface contracts live under sal/docs/ and interfaces/. Loomle 0.6 source and documents remain available from the 0.6 branch, its release tags, and repository history; main contains only the current design and code.

License

Loomle is open source under the MIT License. See LICENSE.

来源:README.md,提交 e4b7c56

工具

0
SourceWeft 尚未在沙箱中启动过该软件包,因此其工具未知。

版本历史

1
  1. v0.7.14最新Sep 16, 2026

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