ForgeMind — 59 Blueprint test cases passed, roadmap at 159 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 Blueprint DSL test coverage reached 59 passed cases, and the asset roadmap grew to 159 items (59 done / 4 in progress / 96 planned) across Blueprint, Material and other domains — 19 more cases green than the previous snapshot.

Planned

Next: begin the 21 planned Blueprint cases (vectors, enhanced input, subsystems, async loading, references, text formatting, rotation, splines, camera, components, character movement, conversion, operators, runtime components, selection, destroy, audio, trajectory prediction); start the 57 planned Material cases (constants, Lerp, math functions, texture sampling, noise, Distance Field and more); begin the 18 planned hard-surface pipeline cases (array / bevel / boolean / bridge / loop_cut / solidify / mirror etc.).

In progress

Working on the three Blueprint items still open — Camera, Physics, Text — plus the engine foundation Engine List. The DSL translation and bridge pipeline keeps validating against real UE projects; last week’s run logged 74 development records across 7 days (9–14 per day).

Done

Passed: 59 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 — plus the newly closed DataAsset, DataTable, Input, LineTrace, Timeline, ArrayOps, Bitmask, Delay, DelegateBind, Destroy, Math, MathExpr, NetReplication, Random, Rotation, Select, ShapeTrace, Spline and Vector cases. All 59 cases passed.

Work behind the green list: five items moved from in-progress to done (DataAsset, DataTable, Input, LineTrace, Timeline) and 17 new test cases entered the suite. The Timeline path now builds float / vector / color / event tracks from nested DSL blocks with corrected kind mapping; the input path uses the native UK2Node_InputAction node with Event named parameters and Input Settings validation; data-table reads gained a create_data_table command with the GetDataTableRow alias and struct break-down fallback; vector binary ops and math expressions were consolidated into three modes with array / random calls degraded to library helpers; cases 49–62 were transcribed with node-name and pin fixes across Spline, ShapeTrace and Bitmask; and an IR snapshot baseline now normalizes volatile pin GUID tails.

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.

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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: ForgeMind_OpenSource: ForgeMind —— 以 MCP 为界面的游戏引擎控制平台:通过 MCP 协议把 Unreal Engine 的工程管理、资产读取、启动/构建/编辑器操作等能力开放给 AI 客户端。当前实现为 UE(5.0–5.8),平台设计可扩展至其他引擎。