ForgeMind — 40 Blueprint test cases passed, roadmap at 154 assets

ForgeMind exposes Unreal Engine control over standard MCP: detect and validate projects, bridge to a running editor, read .uasset offline, and generate real assets through a declarative DSL — assets are actually created in the editor, not simulated. This week the Blueprint DSL test coverage crossed 40 passed cases, while the overall asset roadmap grew to 154 items (40 done / 6 in progress / 108 planned) across Blueprint, Material and other domains.

## Planned

Next: begin the 57 planned Material cases (constants, Lerp, math functions, texture sampling, noise, Distance Field and more); continue the 33 planned Blueprint cases (bitmask, vectors, enhanced input, delegate binding, subsystems, splines, network replication and more); start the 18 planned hard-surface pipeline cases (array / bevel / boolean / bridge / loop_cut / solidify / mirror etc.); keep the engine foundation (Engine List) moving forward.

## In progress

Working on the 6 in-progress items: Blueprint DataAsset, DataTable, Input, LineTrace, Timeline, plus the engine foundation Engine List. The DSL translation and bridge pipeline keeps validating against real UE projects; last week’s run logged 73 development records across 7 days (9–12 per day), with fixes landing for the UE 5.0 bridge and DSL translator defects (FM1001 / FM1002, accidental comparison triggers, baseline seeding).

## Done

Passed: 40 Blueprint test cases on UE 5.0–5.8, including Cast, ClassDefault, Collision, ContainerMapSet, Curve, Ease, EditableVar, Enum, EnumForEach, FlowControl, Gate, Interface, Struct, Inherit, Particle, SoftRef, SpawnActor, for/if/while loops, events, event dispatchers, level streaming, level blueprints, functions, function libraries, dynamic materials, variables, save systems, macros, timers, interpolation, construction scripts, parent calls, bound instance events, debug drawing and select nodes. All 40 cases passed.

Alongside the tests: licensing architecture rebuilt (fixed capability contract for open-source licensing, plugin identity / Manifest / handshake / service replacement, commercial plugin project migration); four plugins carved out (`ForgeMind.Assets`, `ForgeMind.EngineScanner`, `ForgeMind.Dsl`, `ForgeMind.OfflineEngineKit`) with host-side skeleton closed and build linkage verified; spec docs audited — core syntax / IR rules reviewed with 24 disposition decisions, DSL diagnostics localized to English.

Quantified (aligned with Episode 01): UE 5.0 Blueprint For Each with Break — 20 single-node operations vs 11 DSL lines in one call, saving about 75%. One Blueprint call replaces 50+ single-node operations.

## Join

Looking for real UE blueprint scenarios — share yours in the comments, get prioritized implementation of the feature you need, limited spots.

Source code:

GitHub: GitHub - akimoto-akira/ForgeMind_OpenSource: ForgeMind — a game engine control platform with MCP as its interface: it exposes Unreal Engine project management, asset reading, launch/build/editor operations and other capabilities to AI clients through the MCP protocol. The current implementation targets UE (5.0–5.8), and the platform design is extensible to other engines. · GitHub
Gitee: https://gitee.com/hoshinokennji/ForgeMind_OpenSource