LOOMLE MCP connects Codex, Claude, and other MCP-compatible AI agents to the live Unreal Editor through a bundled, self-contained local Client and native C++ Bridge.
Loomle is built around SAL—Structured Agent Language—a compact, ordered text language for expressing Unreal object structure, relationships, identities, capabilities, and edits while preserving Unreal-native names, types, values, and semantics.
Three core calls. Every supported Unreal object.
Instead of adding another MCP tool for every Unreal capability, Loomle uses three core SAL object calls:
• sal_schema — discover the live object model, domain guidance, and exact Editor capabilities
• sal_query — read live Unreal state, structure, relationships, execution flow, and precise layout geometry
• sal_patch — compose ordered edits, dry-run and validate the plan, then apply it as one coherent change
Supporting calls handle Client health, explicit project binding, live Editor context and presentation control, and Resident Agent Skills.
Resident Agent Skills. Domain expertise, loaded on demand.
Resident Skills are discovered and loaded through the same MCP connection. They add domain-specific workflow guidance without requiring a separate Codex-, Claude-, or host-specific Skill installation.
The bundled format-unreal-blueprints Skill can acquire authoritative live Graph geometry through Loomle's Editor controls, plan move-only layout changes, validate them through dry runs, and verify the result through readback. When explicitly authorized, it can also guide topology improvements such as local getters and reroute nodes using exact node-and-Pin identities.
Supported Unreal domains:
• Asset
• Blueprint
• Class
• Graph
• StateTree
• Widget / UMG WidgetBlueprint
Designed for reliable agent workflows:
• UE-native object identities, names, types, values, Palettes, and semantics
• Inspect-before-edit workflows and live capability discovery
• Mutation dry runs and validation before applying changes
• Unified Editor context and exact Blueprint / Graph open and close control
• Graph mutations resilient to native Pin reconstruction and sandboxed Palette resolution
• Explicit project binding and complete, reviewable requests
• Compile, save, diagnostics, Undo, and readback verification where supported
Configure once. Work across projects.
The bundled Loomle Client discovers multiple live Loomle-enabled Unreal projects and binds the selected project explicitly for the current session. Switching projects does not require another MCP configuration.
The single cross-platform Fab package includes the Unreal Editor C++ Bridge source and self-contained Loomle Clients for both supported platforms. No separate Python, Node.js, uv, global Loomle installation, host-specific Skill installation, cloud relay, or background daemon is required.
LOOMLE is local-first and open source under the MIT License.
Compatibility:
• Unreal Engine 5.7
• Windows x64
• Apple Silicon macOS
• Editor-only
• Requires a running Unreal Editor and an MCP-compatible host
Documentation: https://loomle.ai
Source: https://github.com/loomle/loomle