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.
Planned
Next: expand DSL coverage across animation, behavior trees, Niagara and MetaSound; grow the per-engine-version UE solution library; validate on more UE 5.x projects.
In progress
Working on DSL batch routing and long-running task status polling; the pipeline resolves multiple declaration blocks per call, routes them by domain, and cleans up task slots after results are read.
Done
Passed: real production test cases on UE 5.0. Test matrix (current support: UE 5.0–5.8):
| Area | Status |
|---|---|
| Blueprint asset generation | Passed — graph compiles |
| Material graph generation | Passed — graph saves |
| Project detect / validate / open | Passed |
| IDE solution & project file regen (.sln) | Passed |
| Engine version match / switch | Passed |
| Offline .uasset read (properties + Blueprint graph) | Passed |
| UBT compile | Passed |
Quantified: 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. Token cost scales with calls, so fewer declarative calls mean measurably lower instruction/context overhead.
Join
Looking for real UE blueprint scenarios — share yours, get prioritized implementation of the feature you need, limited spots. Feedback in 21 languages:
- https://forgemind.dev
- hoshinokennji@qq.com
- 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