Druids AI - Druids MCP Bridge

Druids MCP Bridge gives MCP-compatible AI assistants a structured way to inspect, create, edit, and refactor projects directly inside Unreal Editor.

Use your own AI account, model, or local LLM. Druids does not provide the AI, require a Druids subscription, or receive your prompts and project data. The bridge runs locally between your configured AI client and Unreal Editor.

Connect an assistant through the guided Connect AI Assistant window, then work naturally:

  • Inspect, search, create, and refactor complex Blueprints.

  • Audit and complete Blueprint Interface implementations from trusted project patterns.

  • Create and populate Primary Data Assets and structured properties.

  • Inspect and author supported Material graph operations.

  • Build and adjust deterministic PCG forests and city layouts.

  • Place actors, modify transforms, and capture viewport screenshots for visual review.

  • Search project assets, graphs, comments, variables, functions, materials, StateTrees, and supported specialized assets.

  • Preview complex changes, require approval, compile, verify, save, or roll back safely.

Druids MCP Bridge includes guided setup, structured capability discovery, signed update support, and detailed failure reporting so agents can clearly distinguish supported operations from genuine boundaries.

Requirements

  • Unreal Engine 5.5–5.8

  • Windows 64-bit

  • Unreal Editor use only

  • An MCP-compatible AI assistant or local agent

  • Optional Unreal plugins are required for their related features, such as PCG

The AI assistant is not included. Your AI provider’s own terms and data practices still apply.

Documentation

1 Like

We have a lot of updates and plan in the works. But let me know if there is a specific feature set you want to see sooner than later.

2026-8-21a

Features

  • Learn Blueprint presentation conventions from trusted project examples, including execution direction, spacing, variable placement, and comment styling, then use those conventions to analyze and improve selected graph regions or an explicitly approved whole graph.
  • Review a complete Blueprint presentation plan before applying it, with exact node moves, comment changes, task annotations, risks, and before/after metrics; approved changes compile, verify, and save together or roll back together.
  • Add task markers and notes directly to regular Blueprint nodes without replacing the text of surrounding comment boxes, and capture framed, opaque before/after graph images for visual review.

Bug Fixes

  • Blueprint cleanup now uses full node geometry and deterministic collision resolution so wide nodes, branches, shared data providers, and variable getters do not overlap after layout.
  • Selected-region cleanup preserves unrelated graph areas, existing comment text and style, node annotations, pin defaults, and every execution or data connection.
  • Presentation requests now distinguish regular-node annotations from comment-box editing, and weak or conflicting style evidence is reported as a fallback instead of being treated as a proven project convention.
  • Blueprint presentation and graph capture workflows now build and run consistently across Unreal Engine 5.5 through 5.8.

Coming in the Next update!

2026-8-29b

Features

- Create a protected optimization lab from an existing map, with separate immutable baseline and working copies that can be reviewed, reset, or removed through an approval-gated workflow without modifying the source content.

- Audit an exact map for rendering optimization candidates across texture memory and streaming settings, material complexity, mesh LODs and Nanite state, collision, repeated components, cull distances, lights and shadows, foliage, instancing, World Partition, and HLOD evidence. Results rank useful profiling targets while clearly separating static risk indicators from measured runtime cost.

- Capture repeatable rendering baselines as three locked 2560x1440 Epic-quality PIE trials, with matched camera and workload evidence, per-trial screenshots, bounded Rendering traces, native reports, and median Frame, Game, Render, RHI, and GPU timings for trustworthy before-and-after comparisons.

- Diagnose whether a protected rendering scene is CPU-, GPU-, memory-, streaming-, or loading-bound by combining scene audits, comparable PIE captures, and bounded traces, then receive evidence-backed reversible experiments and exact asset candidates for further testing.

- Optimize selected Static Meshes inside a protected lab by enabling Nanite or increasing minimum LOD on duplicated assets, retargeting only the working map, and verifying the saved mesh settings and map references before asking for visual review and a comparable follow-up profile.

- Test approved component-level rendering changes inside a protected working map, including shadow casting, light draw distance and attenuation, primitive cull distance, and collision mode. Changes are previewed as an exact plan, saved transactionally, captured for visual review, and kept separate from optimization claims until a comparable follow-up profile supports them.

- Find compatible groups of repeated Static Mesh actors and convert an explicitly approved group to ISM or HISM inside a protected working map. Plans preserve every source transform, mesh, material, mobility, collision, shadow setting, tag, and folder; verify the saved reduction in actors and primitive components; capture the visual result; and require a comparable profile before claiming a performance improvement.

- Run a complete protected-scene optimization workflow from map cloning and rendering audit through matched profiling, diagnosis, one reversible experiment, one approved persistent candidate, visual review, and a local evidence dashboard, while keeping the original source content unchanged.

- Open an exact saved map directly through Druids while choosing whether unsaved map changes should block the switch, save first, be discarded, or cancel the request. Saving and discarding require explicit approval, while unrelated dirty content assets remain untouched.

- Review optimization work in a result-first local dashboard that explains what was tested, identifies the exact persistent change, compares before-and-after screenshots and metrics, shows the evidence chain, and recommends one trustworthy next action.

Bug Fixes

- Failed lab creation, reset, or removal now restores or removes only the exact lab packages involved, preserving the original map and avoiding unsafe world-undo behavior during rollback.

- Rendering comparisons now reject mismatched resolution, quality settings, RHI or shader model, camera viewpoint, runtime scenario, workload, or capture protocol while preserving the measurements as diagnostic evidence. Temporary viewport, camera, and quality changes restore automatically, and captured PNGs use an opaque alpha channel for reliable viewing.

- Rendering diagnosis remains explicitly inconclusive when measured evidence is missing or conflicting, and static asset risks are never presented as proven runtime causes without a controlled experiment.

- Static Mesh optimization plans preserve source assets, materials, collision, sockets, and unrelated map references; unsupported meshes, stale plans, incomplete World Partition references, failed rebuilds, or verification errors stop safely and roll back the derived asset and working-map changes together.

- Instancing plans reject incomplete actor groups, external actor references, custom behavior, incompatible settings, World Partition maps, and stale evidence before replacement; failures before or after saving restore the exact original actors and package state without leaving a partial aggregate actor.

- Protected-scene verification now follows the exact selected audit, diagnosis, profile, trace, experiment, and persistent-change evidence into the local dashboard, and withholds an optimization claim when a visually valid candidate is slower or the measurements do not support an improvement.

- Performance dashboards now distinguish measured improvements, regressions, negligible changes, invalid comparisons, inconclusive evidence, pending visual review, and candidates that still need profiling. The verdict is derived from saved evidence rather than agent-written summary text.

- Render-change verification now persists exact asset-state, source-protection, visual-review, and profile-pair evidence, so an editor restart cannot silently associate a persistent change with unrelated captures and instead clearly requests a fresh comparable profile when required.

- Generated optimization maps now release their off-screen world and physics resources without invalidating saved map actors still referenced by the editor, preventing both world-leak and delayed Typed Element cleanup crashes. Rendering audits also expose canonical component settings that match plan and apply results for reliable post-save verification.

- Map switches now report the exact dirty map or external-actor packages involved, preserve One File Per Actor changes correctly when saving, and refuse invalid maps, active PIE sessions, unresolved editor dialogs, or untitled Save As decisions instead of risking hidden data loss.

- Runtime dashboards no longer display unavailable Render or RHI timing as zero cost. Profiles now report each timing source and its reliability, the dashboard shows `N/A` when evidence is not trustworthy, and rendering diagnosis excludes those values while directing deeper investigation to the bounded Rendering trace.

- Project Health now distinguishes unavailable inventory evidence from a measured zero, reports the complete count of ranked rendering leads, and explains each bounded audit gap directly in the dashboard Evidence view.

Biggest Update Yet!

Features

Level Design & World Building

  • Build and refine native Unreal terrain.** Create Landscapes from height samples, then reshape selected areas while preserving the surrounding terrain. Inspect heights, materials and collision, undo changes, and save your work. Supports unlayered Landscapes on UE 5.5/5.6.
  • Tune individual actors in your level.** Edit a placed actor’s Blueprint variables, inherited settings and asset references without changing the Blueprint defaults or other instances. Preview, undo and save your adjustments. These edits do not rerun construction scripts.
  • Create maps and move between them through your assistant.** Create, save and open named maps, or switch to an existing map with an explicit choice to save, discard or keep unsaved work. Unrelated content assets stay untouched.
  • Frame repeatable scene views.** Set the editor camera’s exact position, rotation and field of view for consistent screenshots and visual comparisons, without moving scene actors.

Gameplay & Blueprint Scripting

  • Set up the classes that run your game.** Configure a GameMode’s pawn, controller, HUD and state classes, then choose which GameMode a map uses. Preview the setup before applying, compiling and saving it.
  • Expand your existing control scheme.** Add to selected Enhanced Input Actions and Mapping Contexts while preserving existing references and unrelated bindings. Wire action events into Blueprint graphs with typed values and trigger outputs, and reuse existing events without duplicating their connections.
  • Tune gameplay defaults, including vehicle curves.** Inspect and edit Blueprint class defaults and inherited component settings, including structures, arrays, class references and linear curves. Preview the values and preserve the native parent defaults.
  • Separate mesh placement from actor placement.** Add a neutral scene root to an existing Actor Blueprint so mesh offsets and scales can change independently. Reorganize selected components while preserving their identities and local transforms.
  • Make Blueprint settings easier to review across a project.** Audit variable visibility, SaveGame behavior, instance editing, spawn exposure, function purity and event dispatchers against actual declarations and references. Review the recommendations, then apply selected changes across multiple Blueprints with compilation, verification and rollback protection.

Animation & Technical Art

  • Turn static mesh parts into rigid skeletal props.** Assemble existing parts around an explicit bone hierarchy, keeping their geometry and materials intact. Save the resulting mesh and skeleton and inspect which bone drives each part.
  • Build Animation Blueprints one node at a time.** Start with a saved skeleton, add reference poses, pose-space conversions and bone controls, and drive values from Blueprint logic. Optional Chaos wheel controllers support vehicle animation setups.
  • Give a skeletal prop a collision body and mass.** Create a PhysicsAsset with an oriented root collision box, then inspect its dimensions, collision settings and mesh reference after saving.
  • Set up skeletal meshes before actors spawn.** Assign a saved mesh to an inherited native Blueprint component while preserving its physics, materials, transforms and animation settings.

AI Design

  • Check Blackboard definitions without scanning the whole project.** Inspect keys and inherited definitions when creating or verifying AI assets. This focused readback skips reference inspection; existing reference checks continue to protect edits.

QA & Playtesting

  • Exercise movement, aiming and firing together.** Drive up to eight simultaneous native controls in Play In Editor (PIE), adjust held inputs without retriggering them, and target native HUD buttons. Preview inputs first; owned controls release automatically when the test loses focus, times out or changes players. Physical controller delivery still needs a separate check.
  • Test what happens while the game is paused.** Inspect paused single-player gameplay, check that gameplay values remain frozen, and exercise native pause-menu buttons with pause-state checks.
  • Follow gameplay state through respawns.** Inspect live pawn, controller, GameMode and HUD values, including nested components and selected array elements. Continue tracking controller and game state when no pawn is possessed, with optional access to retained in-memory SaveGame values.
  • Bring the play window back into focus during setup.** Preview and approve a focus handoff before a profiling scenario starts, while keeping your readiness decision and measurement timing intact.

Rendering & Optimization

  • Try optimizations in a protected copy of your map.** Create an optimization lab with a preserved baseline and a separate working map. Carry a candidate from inspection through testing, visual review and comparison without changing the original scene.
  • Investigate what is making a scene expensive.** Inspect textures, materials, meshes, Nanite, lights, shadows, foliage, instancing, World Partition and HLOD. Combine those leads with profiles and traces to investigate CPU, GPU, memory, streaming or loading limits and choose a reversible experiment.
  • Compare rendering changes under repeatable conditions.** Capture three 2560Ă—1440 Epic-quality PIE trials with matched cameras and workloads, screenshots, rendering traces and median timings for before-and-after comparisons.
  • Try targeted mesh, lighting and visibility changes.** Test Nanite or minimum-LOD changes on duplicated meshes, and adjust selected shadows, light ranges, cull distances and collision modes in the working map. Review the result visually and profile it before calling it an improvement.
  • Replace suitable repeated meshes with instances.** Convert approved actor groups to ISM or HISM while preserving their placement, materials and supported settings. Verify the reduction in actors and components, then measure the result.
  • See the evidence behind each optimization.** Use a local dashboard to compare screenshots and timings, inspect the exact change, and see whether it helped, regressed or still needs review. Saved evidence connects the result to the next useful action.

Bug Fixes

Level Design & World Building

  • Map switching handles One File Per Actor changes correctly when saving and identifies the exact unsaved packages involved. Invalid maps, active PIE sessions and unresolved save decisions stop the switch before work is lost.

Gameplay & Blueprint Scripting

  • Array operations such as Add, Length and Contains now infer connected types correctly, compile and retain their wiring after reload.
  • Blueprint node creation reports invalid pins, defaults and object references before changing the graph. Function and custom-event creation also rejects malformed parameter lists instead of creating incomplete signatures.
  • Graph inspection now preserves object references, class references and localized text defaults. Enhanced Input inspection also shows default axis orders and false or zero modifier values.
  • Editing native Blueprint defaults no longer gets blocked by transient thumbnail previews; real editor and gameplay instances remain protected.
  • Existing curves, including steering curves, can be updated without false verification failures and retain their values through undo and compilation.
  • Blueprint audits and refactors better protect existing behavior: incompatible persistence settings, unsafe visibility changes and changes that would break dispatcher usage are rejected. Incomplete reference evidence is clearly flagged.

QA & Playtesting

  • PIE profiling now hands input to the game viewport during startup, including when its window is already foreground. Comparison captures verify focus before warmup and measurement, avoiding background-throttled setup.
  • Repeated gamepad input probes no longer mistake small stick movements for held input after the axes return to neutral. Actual held buttons and nonzero axes remain protected.

Rendering & Optimization

  • Before-and-after comparisons reject mismatched cameras, workloads, resolution, quality and rendering settings. Unsupported or conflicting evidence stays inconclusive, and unavailable Render or RHI timings display as N/A instead of zero.
  • Dashboards distinguish measured improvements, regressions, negligible changes and candidates still awaiting profiling or visual review. Saved changes stay linked to the correct captures across editor restarts; missing evidence prompts a fresh comparison.
  • Failed lab, mesh and instancing operations restore the affected working assets without changing the source scene. Unsafe actor groups, unsupported settings, unresolved references and stale plans are rejected before replacement.
  • Optimization maps release temporary world and physics resources without invalidating actors still referenced by the editor, preventing world leaks and delayed cleanup crashes.
  • Captures restore temporary camera, viewport and quality settings and produce opaque PNGs. Rendering audits and Project Health now report missing evidence and audit limits clearly instead of presenting unavailable data as zero.

Compatibility & Reliability

  • Plugin packaging fixes address the UE 5.7 Landscape API and UE 5.8 JSON API changes, along with the required-header-order errors introduced by the JSON fix. Landscape creation, inspection and height editing remain limited to unlayered terrain on UE 5.5/5.6; UE 5.7+ requests stop without changing the world because edit-layer authoring is not yet supported.
  • Failed asset operations preserve unrelated undo/redo history and report conflicts if a safe rollback is no longer possible.
  • The Bridge rejects requests from untrusted browser origins while keeping native clients and its local dashboard working. Restarting the Bridge also leaves other plugins’ HTTP services running.