Loomle MCP for Unreal MCP Server
io.github.loomle/loomle
Structured, verifiable Unreal Engine editing for AI agents through SAL text workflows.
What is the Loomle MCP for Unreal MCP server?
Loomle is an agent-native Unreal Engine integration that reads and modifies complex editor objects using SAL (Structured Agent Language). It converts Blueprint graphs, Widget trees, Class reflection, and Assets into compact, ordered text that AI agents can precisely search, diff, and edit while keeping the Unreal editor and APIs as the source of truth.
Loomle enables AI agents to work with Unreal Engine projects by translating non-text UE state (Blueprints, Widgets, Classes, Assets) into a compact text format called SAL. This gives agents the same precise search, reference, and diff capabilities they have with code, while maintaining native UE paths, types, and semantics. It's useful for automating complex editor tasks, querying asset structures, and safely mutating Blueprints and graphs through dry-run validation.
How to install Loomle MCP for Unreal
Copy-paste configuration for popular MCP clients.
Tools & capabilities
Tools this server exposes to the agent.
status— Inspect the Client version, update availability, and bound session and Bridge health.project— Inspect project availability and bind the MCP session to an Unreal project.sal_query— Execute a self-contained SAL Query Text to read and inspect Unreal objects.sal_patch— Execute an ordered SAL Patch Text to mutate Unreal objects with validation.sal_schema— Discover the resident SAL guide and active interface cards for available modules and operations.agent_skill— Discover and load MCP-managed Loomle workflow Skills without separate installation.editor— Observe current Unreal interaction or open, focus, and close exact Blueprints and Graphs.python— Run unrestricted Unreal Editor Python as a fallback for capabilities not covered by structured Loomle interfaces.
Use cases
- Query and inspect Blueprint graphs, Widget trees, and Class reflection structures in text form
- Safely mutate Unreal assets and Blueprints with dry-run validation before applying changes
- Automate complex editor workflows by reading asset registry and discovering available palette actions
- Debug and inspect compiler diagnostics and object health adjacent to the objects they describe
- Discover dynamic SAL schemas and interface capabilities without manual documentation lookup
Loomle MCP for Unreal MCP server FAQ
Loomle is an MCP server that integrates AI agents with Unreal Engine by converting complex editor objects (Blueprints, Widgets, Classes, Assets) into compact SAL text format, enabling precise queries, diffs, and edits while maintaining native UE semantics.
Yes, Loomle is open source under the MIT License and available for free from GitHub Releases.
Extract the LoomleBridge archive to your UE 5.7 or 5.8 Engine/Plugins/Marketplace directory, enable the plugin in Unreal Editor, then configure an MCP server named 'loomle' to launch the bundled Client executable with the 'mcp' argument.
Loomle currently supports Unreal Engine 5.7 and 5.8 on Mac Apple Silicon and Windows x64.
No, Loomle operates locally within your Unreal Editor instance and does not require external authentication or API keys.
SAL (Structured Agent Language) converts Unreal's non-text state into compact, ordered text that both people and AI agents can read, search, diff, and patch while preserving native UE paths, types, field names, and editor semantics.
README (reference)
Source of truth, from the repository.
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:
door = target {
domain: blueprint,
asset: "/Game/Blueprints/BP_Door.BP_Door"
}
query door
summary
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:
| Package | Contents |
|---|---|
loomle-bridge-ue5.7.zip | Complete UE 5.7 plugin for Mac Apple Silicon and Windows x64 |
loomle-bridge-ue5.8.zip | Complete 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:
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:
<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:
macOS: LoomleBridge/Resources/Loomle/darwin-arm64/loomle
Windows: LoomleBridge/Resources/Loomle/win32-x64/loomle.exe
Full instructions: https://loomle.ai/install.html
Quickstart
- Open an Unreal project with
LoomleBridgeenabled. - Restart Codex, Claude, or the relevant MCP host after configuring Loomle.
- Call
statusonce to inspect Client, update, session, and Bridge health. - If the session is unbound, call
projectto inspect or bind the intended project. - Call
editor({})to begin from the user's current editor state; useeditor({ operation: "open" | "close", target })for exact Blueprint or Graph presentation control. - Use
sal_schemawhen the target module or exact operation is unfamiliar. - Inspect with
sal_query, dry-run changes withsal_patch, then apply and finalize through the owning asset.
See https://loomle.ai/quickstart.html for a complete first query and patch.
Architecture
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:
npm install
npm test
Build and test the native Client for the current supported runner:
npm run build:executable
npm run test:executable
Run the complete Loomle UE Automation category against a same-commit development plugin compiled with the native tests:
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:
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
- Website: https://loomle.ai/
- Install: https://loomle.ai/install.html
- Quickstart: https://loomle.ai/quickstart.html
- Interface overview: https://loomle.ai/tools/
- Releases: https://github.com/loomle/loomle/releases
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.
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