# Loomle MCP for Unreal

Connects AI assistants to Unreal Engine 5.7 and 5.8 editors to inspect and edit Blueprints, assets, and widget hierarchies via SAL text.

- MCP server · `type=mcp` · Claude Code, Codex, Cursor, GitHub Copilot, Windsurf (Devin Desktop), Cline, Zed · ★ 13
- Author: loomle
- License: MIT · policy=link-only · description only; the file stays with the author
- Source: https://github.com/loomle/loomle
- Updated: 2026-10-12
- HTML: https://affpapa.org/en/nevibecode/mcp/loomle-mcp-for-unreal

## What it does

Loomle translates Unreal Engine editor assets into a compact textual notation called SAL. Instead of bulky JSON exports, it returns localized summaries with stable target paths for nodes and pins. This preserves context space. Compiler diagnostics sit right beside the inspected elements.

The client exposes eight MCP tools, covering status probes, project binding, queries, patches, schema discovery, window focus, and Python fallbacks. Edits support dry runs. The parser resolves and validates changes before writing to disk.

Any leftover 0.6 plugin inside `<Project>/Plugins/LoomleBridge` overrides engine-level installations and forces the editor to run outdated code. The bundled executable runs without a separate Node.js or Python setup.

## Requirements
- Works with: Unreal Engine

## Install

### Claude Code (native platform)

**Install**
- The MCP registry has no launch command for it: see the repository README

## When to use it
- inspect Blueprint graphs and widget hierarchies in token-efficient text
- apply dry-run validated changes to Unreal Engine asset graphs
- open, focus, or close specific editor tabs directly from agent workflows
- read engine compiler warnings and errors alongside matching objects

## Example prompts
- Check the active Bridge connection using the `status` tool.
- Execute a `sal_query` to summarize `/Game/Blueprints/BP_Door.BP_Door`.
- Inspect the available interface cards for `graph` using `sal_schema`.

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