ForgeMind — MCP-driven asset creation for UE

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.

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