Human Codeable - Blueprint Codex – AI Editor Tools (MCP) for Unreal Engine

Blueprint Codex turns any MCP-capable AI assistant into a colleague who works directly in your Unreal project. You describe what you want in plain words. The assistant reads your Blueprints, makes the changes through the editor's own APIs, tidies the graphs, checks the result in Play and tells you what changed.

19 toolsets, 89 editor tools

- Read & understand: your whole project as text the AI can read, plus search, write descriptions back, and diff two versions into a changelog.

- Blueprint graphs: add function calls, variables, parent calls and bound events in any graph, including collapsed graphs. Retype parameters and variables. Read graphs without dirtying them.

- Graph layout: graphs laid out the way a person would: one block per event, straight execution rows, titled comment boxes.

- Blueprint structure: components and sockets, interfaces, user structs and enums with real members and named entries.

- Levels & world: create levels and streaming sub-levels, copy actors with their instance settings, list per-instance overrides, build lighting, shape splines.

- Meshes, sound & Blender: sockets, geometry readout, scale baking, collision refresh, FBX and WAV import in place with a before/after report. Optional Blender export.

- Test & debug: drive the running game. Read and set values, call functions, move actors, line-trace and profile, all in Play.

- Content housekeeping: batch moves, redirector fix-up, resaves, clearing source paths before shipping.

Native where Python stops. Some editor data can't be reached from Python, such as enum entries, macro and collapsed-graph parameters, interfaces, and events of inherited components. C++ libraries handle these, so the assistant isn't stuck halfway.

Safe by design

- Reading never changes your project.

- Description imports always offer a dry run first and keep your existing text.

- Every tool reports exactly what it did.

Also included: the Codex export and import that the AI tools are built on, available from Tools > Blueprint Codex. They export every Blueprint, enum, struct and data asset as readable pseudo-code plus a JSON index, and import descriptions back.