mifsopo - MifBridge: AI for UE & Blender

🌉 MifBridge: your AI agent drives Unreal Engine and Blender, and proves every change.

Blueprints, levels, materials, animation, UMG, PCG, Niagara and landscape, plus a full Blender backend for modelling, rigging, simulation and rendering. 458 typed Unreal endpoints, 189 Blender operations and 669 MCP tools, and every write is read back from the editor before it reports success.

🎬 See it work: Showcase videos · Documentation · API reference · Verification record · Join the Discord

⚡ WHY MIFBRIDGE IS DIFFERENT

  • ✅ Proof, not promises. Every write returns what the editor actually holds afterwards, read back from the asset. Compile a Blueprint and get the compiler's real errors mapped to the node and the pin, not a screenshot.

  • 🎨 Two engines, one agent. Unreal over HTTP and Blender over a local socket, from the same MCP server. Build a mesh in Blender, round-trip it into Unreal, and keep going.

  • 🛡️ Safe by default. Saves, Play-In-Editor, cooks and console commands are refused until you raise the write mode, and the agent cannot raise it. Destructive calls need an explicit confirm, and every response tells you if one of your real assets was touched.

  • 🧪 Tested like it matters. 346 test suites. Swept live on stock UE 5.3, 5.4, 5.5, 5.6, 5.7 and 5.8 with zero failing suites, and every Blender suite green on 3.6 through 5.2 LTS.

  • 🕰️ Starts at UE 5.3. Shipped and cooked projects on older engines are covered, not just the latest release.

  • 🔑 Your AI, your machine. Works with Claude Code or any MCP client. No credits, no subscription and no API keys in the plugin, and the bridge only listens on your own machine.

  • 📦 Full source included. The C++ plugin and the MCP server. The MifBlender add-on for Blender is a free download under its own MIT licence: https://mifshowcase.store/downloads/MifBlender-1.0.0.zip

🛠️ WHAT IT CAN DO

Not a chatbot that gives advice: typed calls that do the work and say exactly what changed.

Unreal Engine: 458 endpoints

  • Blueprints: create Blueprints, functions, macros, variables, components, interfaces and event dispatchers; add and wire nodes; compile with errors mapped to node and pin.

  • Levels & World: spawn, transform and duplicate actors; World Partition streaming and data layers; Level Snapshots; landscape sculpting, painting and heightmap import/export; water bodies; foliage; navigation.

  • Procedural & VFX: PCG graphs you can build, connect and generate; Niagara emitters and parameters; GeometryScript procedural meshes.

  • Materials: material and material-function graphs, instances, parameters and material layers.

  • Animation: notifies, curves, sync markers, anim-graph states, blend spaces, IK Rig and retargeting; Sequencer bindings, tracks and keys; MetaHuman characters (UE 5.6+); Live Link.

  • UI & Gameplay: UMG widget trees, MVVM bindings, widget previews rendered to PNG and live widgets during Play-In-Editor; Gameplay Ability System effects, Gameplay Tags, Game Features and Enhanced Input; Behavior Trees and StateTree.

  • Data & Pipeline: DataTables, structs and enums; import and export; Live Coding compiles; Unreal Insights traces. Cooked projects are supported.

Blender: 189 operations

  • Modelling: primitives, booleans, bevels with a tiling guard, modifiers, UVs and lightmap channels, mesh-quality checks.

  • Materials & Look: shader node authoring, procedural textures, smoke, fire and fog volumes, lights, cameras, world and colour management.

  • Rigging & Animation: armatures, weights, constraints, drivers, shape keys, keyframes and NLA strips.

  • Simulation: rigid bodies, cloth, soft bodies, fluids, dynamic paint, force fields, particles and hair, baked so they render.

  • Geometry Nodes & Compositing: author node trees and compositor setups.

  • Render & Interchange: EEVEE and Cycles stills and animations on your GPU; glTF, OBJ, USD, Alembic, STL, PLY and FBX in and out. Scene changes are undoable, one step per call.

  • AI 3D generation: text or image to a textured 3D mesh through your own local ComfyUI (Flux and Hunyuan3D-2). No paid API, and by default nothing leaves your machine.

🧠 SEE WHAT YOUR AGENT IS DOING

The in-editor MifBridge panel shows every call live, colour-coded READ, WRITE, BLOCKED, REFUSED or FAILED, plus a zoomable dependency Brainmap, a complexity Heatmap, a performance census, the Blueprint inheritance tree, a Behavior Tree view, a Skeletal Split bone picker and a setup checklist. If the editor ever goes down, a crash journal names the exact call that was running.

⚙️ TECHNICAL DETAILS

  • Engine versions: Unreal Engine 5.3, 5.4, 5.5, 5.6, 5.7 and 5.8

  • Blender: 3.6 through 5.2 LTS (add-on included)

  • Platforms: Windows 64-bit, editor only. Nothing ships in your packaged game.

  • AI clients: Claude Code or any MCP client (MCP server included, Python 3.10+)

  • Surface: 458 UE endpoints · 189 Blender operations · 669 MCP tools · 346 test suites

  • Licensing: per Fab's licence. Redistributing the plugin or its source is prohibited.

⚠️ Important: AI agents make real changes to your project. MifBridge refuses saves and other risky calls by default and reads every change back, but keep your project in source control and review what your agent buil

Disclosure: I received access to MifBridge as a collaborator/tester, so this is not a Fab customer review. This is my honest experience using it on a real project.

Three months ago, I had never created a mod in my life, and to this day I have never personally written a single line of code. I describe the behavior I want, make the product and design decisions, coordinate the work with Claude and Codex, and validate the results in the packaged game.

MifBridge is what allows that AI-assisted workflow to move beyond instructions and code snippets. The agents can inspect real Unreal assets, modify Blueprints, widgets and DataTables, compile them, save only the authorized assets, and read the resulting state back from the editor. That verification is especially important to me: a successful tool call or compilation is not automatically treated as proof that the feature works. I still test the final behavior in the packaged game.

Using this workflow, I have been able to build a substantial DDS2 mod with functioning recycling and crafting stations, custom interfaces, private Fuel/Oil storage, persistence systems, DataTable integrations, custom meshes and the foundations of a larger substance-storage and delivery system. One recent test involved five separate tank instances holding 20, 40, 60, 80 and 100 liters, retaining their individual values while their interfaces were closed and reopened, and correctly refusing an additional fill when the full tank reached its capacity.

MifKismetReconstructor has also made cooked-game reverse engineering much more practical. We can inspect and disassemble cooked Blueprint functions and, when possible, reconstruct stripped logic instead of simply guessing how the original game works. Just as importantly, partial or degraded reconstructions are reported as such, so they can be verified rather than blindly trusted.

The discoveries are not limited to my own mod. I have been able to turn the research into reusable procedural guides for DDS2 systems such as questline creation, reward-based unlocks and targeted foliage removal. Other DDS2 modders working with Claude or Codex can use these as starting points and validate the relevant assets and signatures against their own game version.

MifBridge is not a magic “make my game” button. I still need to define the intended behavior, make decisions, keep the agents within a precise scope and perform real packaged-game testing. We have also encountered genuine edge cases and limitations. What impressed me is that reproducible issues could be documented with exact endpoints, parameters and engine errors, then reported and corrected or given clear mitigations.

For someone who entered Unreal modding with no previous modding or coding experience, MifBridge has made it possible to learn by building a real project—not just by following tutorials—and to produce work that I could never have integrated into a cooked Unreal game on my own three months ago.

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