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soft-ue-cli (+mcp)

PyPI version Python 3.10+ License: MIT AI agents skills commands MCP AI built for coding agents GitHub Sponsors Ko-fi

Built and maintained by a solo developer. Support this project if it saves you time.

Control Unreal Engine 5 from your AI agent or terminal. soft-ue-cli gives any LLM -- via MCP server or CLI -- 120+ commands and tools to spawn actors, edit Blueprints, inspect materials, build UMG screens, read and patch UE config files, run Play-In-Editor sessions, capture token-efficient screenshots, profile performance, and inspect local Unreal assets.

Two connection paths. One package. Bridge tools when Unreal is running, offline tools when it is not, and a command catalog that tells agents which surface is canonical, which removed flat names map to which canonical tools, and which optional Unreal plugins are required.

LLM client / shell / CI
    |
    v
soft-ue-cli  (CLI or MCP server)
    |
    +-- Live bridge path ----------------------------------------------+
    |      HTTP / JSON-RPC
    |      -> SoftUEBridge plugin inside UE editor / PIE / dev build
    |      -> Actor, Blueprint, material, widget, PIE, profiling tools
    |
    +-- Offline local path --------------------------------------------+
           Direct local parsing
           -> .uasset / .uexp / .ini / .uproject / BuildConfiguration.xml
           -> asset inspect-file, asset diff-file, config tree/get/diff/audit, skills

Why soft-ue-cli?

  • MCP server + CLI in one package -- use as an MCP server (mcp-serve) for Claude Desktop, Cursor, Windsurf, and other MCP clients, or as a standard CLI for Claude Code, shell scripts, and CI/CD. Same 120+ tool surface either way.
  • AI-native UE automation -- purpose-built so LLM agents can read, modify, and test Unreal Engine projects without a human touching the editor.
  • 120+ commands and tools covering actors, Blueprints, materials, StateTrees, Mutable/CustomizableObject, widgets, assets, config files, PIE sessions, profiling, screenshots, and local Unreal file analysis.
  • Canonical command families only -- UMG, capture, Mutable, StateTree, animation, asset, and Blueprint workflows are grouped under umg, capture, mutable, statetree, anim, asset, and blueprint. Removed flat names are discoverable with commands --include-removed.
  • Plugin-aware metadata -- soft-ue-cli commands --json reports bridge/editor/PIE requirements plus optional Unreal plugin dependencies, and bridge tools return structured plugin_unavailable errors when a plugin is missing.
  • Token-aware visual feedback -- viewport and screenshot capture can resize output by scale, width, or height and can emit color, grayscale, or monochrome images for lower LLM token cost.
  • Online + offline workflows -- bridge-backed UE mutation and runtime inspection when Unreal is open, plus direct local inspection, diff, and config tooling when it is not.
  • Config-aware workflows ??inspect hierarchy, trace overrides, diff layers, and patch .ini, BuildConfiguration.xml, and .uproject data from one config command group.
  • UMG authoring loop -- draft editable Widget Blueprint trees, wire navigation contracts, run PIE interaction checks, and compare designer/runtime layout artifacts.
  • LLM skill prompts -- ships with markdown workflows (e.g. Blueprint-to-C++ conversion) exposed as MCP prompts or CLI commands.
  • Works everywhere UE runs -- editor, cooked builds, Windows, macOS, Linux.
  • Small dependency footprint -- only requires httpx and Pillow. Add [mcp] extra for MCP server mode.
  • Team-friendly -- conditional compilation via SOFT_UE_BRIDGE environment variable means only developers who need the bridge get it compiled in.

Current Direction

Recent releases moved soft-ue-cli from a flat list of one-off bridge calls toward a discoverable automation surface for agents:

  • commands is the source of truth for command status, replacement names, runtime requirements, optional plugin requirements, and examples.
  • Canonical families (umg, capture, mutable, statetree, anim, asset, blueprint) are now the supported public command surface. Removed flat commands are listed only as migration metadata via commands --include-removed.
  • UMG and screenshot workflows now support the full agent loop: author, inspect, run PIE, capture visual evidence, compare layout, and keep image payloads small.
  • Optional plugin workflows are expected to compile cleanly without those plugins installed, then fail at runtime with actionable plugin_unavailable diagnostics.
  • CLI/Python/bridge probing is treated as the exploration layer; durable gameplay regressions should move into project-native C++ Automation Specs.

UE 5.8 MCP Positioning

UE 5.8 is adding first-party Unreal MCP support. Use it when you want an Epic-managed, UE 5.8-native MCP endpoint and it already covers the workflow you need.

soft-ue-cli is intentionally a different layer rather than a replacement for first-party MCP:

  • It works as both a normal terminal CLI and an MCP server, so the same automation can run from Claude Code, shell scripts, CI, or any MCP client.
  • It includes offline commands for .uasset, .uexp, .ini, .uproject, .uplugin, and BuildConfiguration.xml files, even when the editor is closed.
  • It ships curated LLM skill prompts and a test-tools smoke workflow for repeatable agent execution, not just raw editor operations.
  • It supports UE 5.7 today and also runs in Development/DebugGame cooked builds, while still exposing a normal terminal CLI and an MCP server from the same package.
  • It reports removed flat command migrations through commands --include-removed instead of keeping duplicate public command names alive.
  • It reports optional plugin requirements and missing-plugin failures in structured JSON so agents can recover instead of guessing.

The two can coexist: use UE's first-party MCP for native UE 5.8 editor coverage when it fits, and use soft-ue-cli for UE 5.7 projects, cooked Development/DebugGame builds, CLI/CI automation, offline inspection, curated workflows, visual capture transforms, optional plugin diagnostics, and bridge tools that move independently of engine releases.


Quick Start

1. Install

pip install soft-ue-cli          # CLI only
pip install soft-ue-cli[mcp]     # CLI + MCP server

2. Install the plugin into your UE project

Run the setup command inside your LLM client (Claude Code, Cursor, etc.) ??it outputs step-by-step instructions that the AI agent will follow to copy the plugin, edit your .uproject, and configure itself:

soft-ue-cli setup /path/to/YourProject

If you're running manually (not via an LLM), follow the printed instructions yourself: copy the plugin directory, add the "Plugins" entry to your .uproject, and create the CLAUDE.md snippet.

3. Rebuild and launch Unreal Engine

After regenerating project files and rebuilding, launch the editor. Look for this log line to confirm the bridge is running:

LogSoftUEBridge: Bridge server started on port 8080

4. Verify the connection

soft-ue-cli check-setup

You should see all checks pass:

[OK]   Plugin files found.
[OK]   SoftUEBridge enabled in YourGame.uproject.
[OK]   Bridge server reachable.

5. (Optional) Connect your MCP client

Add to your MCP client config (Claude Desktop, Cursor, Windsurf, etc.):

{
  "mcpServers": {
    "soft-ue-cli": {
      "command": "soft-ue-cli",
      "args": ["mcp-serve"]
    }
  }
}

The AI editor now has direct access to 120+ UE tools and skill prompts -- no terminal needed.


How It Works

soft-ue-cli command
    |
    +-- Bridge-backed commands ----------------------------------------+
    |      HTTP / JSON-RPC
    |      -> SoftUEBridge plugin (UGameInstanceSubsystem inside UE)
    |      -> UE APIs on the game thread
    |      -> Runtime/editor operations such as spawn-actor, PIE, query-level
    |
    +-- Offline commands ----------------------------------------------+
           Local parsers and file readers
           -> Package tables / tagged properties / config hierarchy
           -> asset inspect-file, asset diff-file, config *, skills get/list

The SoftUEBridge plugin is a lightweight C++ UGameInstanceSubsystem that starts an embedded HTTP server on port 8080 when UE launches. Bridge-backed commands send JSON-RPC requests to this server, and the plugin executes the corresponding UE operations on the game thread, returning structured JSON responses. Offline commands bypass the bridge entirely and operate directly on local files.

Automation commands return structured JSON to stdout (except get-logs --raw). Discovery and support commands use human-readable output by default where that is more useful, and expose --json where applicable. Exit code 0 means success, 1 means error.

Skills Architecture

LLM client (Claude Code, Cursor, etc.)
    |
    |  soft-ue-cli skills get <name>
    v
Skill file  (markdown shipped with CLI pip package)
    |
    |  LLM reads instructions, type mappings, pre-filled commands
    v
LLM executes soft-ue-cli commands (blueprint inspect, blueprint graph inspect, ...)
    |
    v
LLM generates output (e.g. .h/.cpp files) following the skill's rules

Skills are markdown files at cli/soft_ue_cli/skills/*.md, shipped as package data in the pip distribution. Each skill is self-contained: workflow instructions, reference tables, example CLI commands, and verification test cases. The CLI discovers them via skills list / skills get. When running as an MCP server, the same files are exposed via the prompts/list and prompts/get protocol.

Test Workflow

Use soft-ue-cli to explore and debug a gameplay bug quickly, then move the final regression into the project's C++ Automation Spec suite.

CLI + bridge + Python exploration
    -> find the signal
    -> validate the repro
    -> identify the exact assertion
    -> write the committed C++ Automation Spec in the project test module

The CLI is the exploration layer. The committed regression gate should live in project-native C++ tests rather than depending on the CLI, bridge, or Python runtime.

MCP Server Architecture

MCP Client (Claude Desktop, Cursor, Windsurf, etc.)
    |
    |  stdio (JSON-RPC, MCP protocol)
    v
soft-ue-cli mcp-serve  (FastMCP server)
    |
    |  Reuses call_tool() ??HTTP/JSON-RPC
    v
SoftUEBridge plugin (inside UE)

Running soft-ue-cli mcp-serve starts an MCP server over stdio. It auto-generates MCP tool schemas from the CLI's argparse parser and forwards tool calls to the UE bridge. Skills are exposed as MCP prompts. Install the optional extra: pip install soft-ue-cli[mcp].


Command Discovery And Taxonomy

Use soft-ue-cli commands to inspect the public command surface without connecting to Unreal:

soft-ue-cli commands
soft-ue-cli commands --json
soft-ue-cli commands --category umg
soft-ue-cli commands --category mutable
soft-ue-cli commands --category statetree
soft-ue-cli commands --plugin Mutable --json
soft-ue-cli commands --include-removed --json

The README uses a conservative 120+ count. For exact numbers in the installed version, use soft-ue-cli commands --json for the full catalog and soft-ue-cli mcp-serve for the MCP-exposed leaf tools.

The JSON output marks each command as canonical, removed, or deprecated, and includes whether it needs the bridge, editor, PIE, or optional Unreal plugins. Removed entries are hidden by default; pass --include-removed to show the old flat command and its canonical_command migration target. Plugin-dependent bridge tools use a structured unavailable response when a plugin is missing:

{
  "success": false,
  "error_code": "plugin_unavailable",
  "plugin": "StateTree",
  "command": "statetree inspect",
  "recovery": "Enable the StateTree plugin, rebuild if prompted, and restart the editor."
}

UMG, capture, Mutable, StateTree, animation, asset, and Blueprint workflows now use canonical command families. Old one-off command names were removed from the public parser; use this migration table or soft-ue-cli commands --include-removed --json when updating scripts:

Removed flat command Migrate to
apply-widget-tree umg designer apply
inspect-widget-blueprint umg designer inspect
wire-widget-navigation umg navigation wire
verify-umg-workflow umg workflow run
extract-umg-layout umg layout extract
compare-umg-layout umg layout compare --mode geometry
compare-umg-screenshot umg layout compare --mode pixel
capture-viewport capture viewport
capture-screenshot capture screenshot --source <mode>
capture-pie-screenshot capture screenshot --source pie-window
inspect-customizable-object-graph mutable inspect graph
inspect-mutable-parameters mutable inspect parameters
inspect-mutable-diagnostics mutable inspect diagnostics
add-co-node mutable graph add-node
add-co-parameter mutable graph add-parameter
add-co-mesh-option mutable graph add-mesh-option
set-co-base-mesh mutable graph set-base-mesh
add-co-group-child mutable graph add-group-child
set-co-node-property mutable graph set-node-property
connect-co-pins mutable graph connect-pins
regenerate-co-node-pins mutable graph regenerate-node-pins
remove-co-node mutable graph remove-node
create-co-from-spec mutable graph create-from-spec
wire-customizable-object-slot-from-table mutable graph wire-slot-from-table
compile-co mutable compile
query-statetree statetree inspect
add-statetree-state statetree state add
remove-statetree-state statetree state remove
add-statetree-task statetree task add
add-statetree-transition statetree transition add
inspect-anim-instance anim instance inspect
inspect-sync-markers anim sync-marker inspect
compare-sync-markers anim sync-marker compare
add-sync-marker anim sync-marker add
remove-sync-marker anim sync-marker remove
add-anim-state-machine anim state-machine add
add-anim-state anim state add
add-anim-transition anim transition add
rewind-start anim rewind start
rewind-stop anim rewind stop
rewind-status anim rewind status
rewind-list-tracks anim rewind list-tracks
rewind-overview anim rewind overview
rewind-snapshot anim rewind snapshot
rewind-save anim rewind save
query-asset asset query
delete-asset asset delete
release-asset-lock asset release-lock
get-asset-diff asset diff
get-asset-preview asset preview
open-asset asset open
set-asset-property asset set-property
inspect-uasset asset inspect-file
diff-uasset asset diff-file
save-asset asset save
create-asset asset create
query-blueprint blueprint inspect
query-blueprint-graph blueprint graph inspect
compile-blueprint blueprint compile
add-graph-node blueprint node add
remove-graph-node blueprint node remove
set-node-position blueprint node position
set-node-property blueprint node property
connect-graph-pins blueprint pin connect
disconnect-graph-pin blueprint pin disconnect
modify-interface blueprint interface modify

Complete Command Reference

Canonical commands are grouped under command families such as blueprint, asset, mutable, anim, capture, umg, and statetree. Run soft-ue-cli <family> --help or soft-ue-cli <family> <subcommand> --help for detailed options.

Setup and Diagnostics

Command Description
setup Copy SoftUEBridge plugin into a UE project
check-setup Verify plugin files, .uproject settings, and bridge server reachability
status Health check -- returns server status
wait-for-ready Poll the same bridge health probe as status until it is ready (await-bridge alias)
project-info Get project name, engine version, target platforms, and module info

Actor and Level Operations

Command Description
spawn-actor Spawn an actor by class at a given location and rotation
query-level List actors in the current level with transforms, filtering by class or name
call-function Call any BlueprintCallable UFUNCTION on an actor, class default object, or transient instance
batch-call Dispatch multiple bridge tool calls in-process with one HTTP roundtrip
set-property Set a UPROPERTY value on an actor by name
get-property Read a UPROPERTY value from an actor or component using reflection
add-component Add a component to an existing actor

Blueprint Inspection and Editing

Command Description
blueprint Canonical Blueprint inspection, graph, node, pin, interface, and compile command family
insert-graph-node Atomically insert a node between two connected nodes
blueprint inspect Inspect a Blueprint asset -- components, variables, functions, interfaces, event dispatchers
blueprint graph inspect Inspect event graphs, function graphs, nested AnimBlueprint graphs, node connections, positions, and class-filtered nodes
asset inspect-file Inspect a local .uasset file offline by parsed metadata, with best support for Blueprint and External Actor assets
asset diff-file Diff two local .uasset files offline by parsed metadata, with best support for Blueprint and External Actor assets
blueprint node add Add a node to a Blueprint or Material graph (supports AnimLayerFunction for ALIs)
blueprint node remove Remove a node from a graph
blueprint node position Batch-set node positions for graph layout
blueprint node property Set properties on a graph node by GUID (UPROPERTY, inner structs, pin defaults)
blueprint pin connect Connect two pins between graph nodes
blueprint pin disconnect Disconnect pin connections (all or specific with --target-node/--target-pin)
blueprint interface modify Add or remove an implemented interface on a Blueprint or AnimBlueprint
blueprint compile Compile a Blueprint or AnimBlueprint and return the result
anim state-machine add Add an initialized AnimBlueprint state machine with optional initial state
anim state add Add a state and state content graph to an AnimBlueprint state machine
anim transition add Add a transition and transition rule graph between AnimBlueprint states
compile-material Compile a Material, MaterialInstance, or MaterialFunction
asset save Save a modified asset to disk (with optional --checkout for source control)

Asset Management

Command Description
asset Canonical asset query, preview, source-control, offline file, creation, and save command family
mutable Canonical Mutable/CustomizableObject inspection, graph authoring, and compile command family
asset query Search the Content Browser by name, class, or path -- also inspect DataTables and map WorldSettings such as DefaultGameMode
query-enum Inspect a UserDefinedEnum asset -- authored names, display names, tooltips, numeric values
query-struct Inspect a UserDefinedStruct asset -- authored member names, defaults, and metadata
mutable inspect graph Inspect a Mutable/CustomizableObject graph and return graphs, nodes, pins, edges, and derived node roles
mutable inspect parameters Derive structured Mutable parameter metadata such as groups, defaults, runtime enum options, tags, and related graph links
mutable inspect diagnostics Report Mutable plugin availability and best-effort capability/runtime diagnostics for a target asset
mutable graph add-node Add a node to a Mutable/CustomizableObject graph by class name, with optional position and properties
mutable graph add-parameter Add a common Mutable parameter node such as float, color, enum, projector, texture, transform, or mesh
mutable graph add-mesh-option Add a skeletal or static mesh option node and assign its mesh reference
mutable graph set-base-mesh Set the mesh reference on an existing CustomizableObject node
mutable graph add-group-child Connect a child object node into an object group using Mutable's default Object -> Objects pins
mutable graph set-node-property Set reflected properties or matching pin defaults on a CustomizableObject graph node
mutable graph connect-pins Connect two CustomizableObject graph pins by node GUID and pin name, with one automatic pin regeneration retry by default
mutable graph regenerate-node-pins Regenerate pins for one Mutable/CustomizableObject graph node and return the refreshed pin list
mutable compile Compile a CustomizableObject asset and return structured status
mutable graph remove-node Remove a CustomizableObject graph node by GUID, object path, object name, or title
asset create Create new Blueprint, Material, DataTable, World (Level), or other asset types
asset delete Delete an asset
asset release-lock Best-effort close editors and release UE file handles for a specific asset
asset set-property Set a property on a Blueprint CDO or component, including nested InstancedStruct members
asset diff Get property-level diff of an asset vs. source control
asset preview Get a thumbnail/preview image of an asset
asset open Open an asset in the editor
find-references Find assets, variables, or functions referencing a given asset

Material Inspection

Command Description
query-material Inspect Material, Material Instance, or Material Function -- parameters, nodes, connections, --parent-chain
query-mpc Read or write Material Parameter Collection scalar/vector values

Class and Type Inspection

Command Description
class-hierarchy Inspect class inheritance chains -- ancestors, descendants, or both
validate-class-path Verify that a soft class path exists, loads, and resolves to a UClass

Play-In-Editor (PIE) Control

Command Description
exec-console-command Execute arbitrary UE console commands directly in editor, PIE, or game worlds
pie-session Start, stop, pause, resume PIE -- also query actor state during play
pie-tick Start PIE if needed and advance the world deterministically by frame count
anim Canonical animation instance, sync marker, graph authoring, transition, and Rewind command family
anim instance inspect Snapshot a target actor's live UAnimInstance state or inspect static AnimBlueprint topology with --asset-path
anim sync-marker inspect List AuthoredSyncMarkers on an AnimSequence asset
anim sync-marker compare Compare sync marker names and timing across AnimSequence assets
anim sync-marker add Add an AuthoredSyncMarker to an AnimSequence asset
anim sync-marker remove Remove AuthoredSyncMarkers from an AnimSequence asset
inspect-pawn-possession Inspect controller/pawn links, AI auto-possession, and hidden state in a running world
trigger-input Send input events to a running game (PIE or packaged build)

Screenshot and Visual Capture

Command Description
capture Canonical capture command family for viewport and screenshot capture
capture screenshot Capture the editor viewport, PIE window, or a specific editor panel
capture viewport Capture the current viewport (auto-detects PIE, standalone, or editor)
set-viewport-camera Set editor viewport camera position, rotation, or preset view (top/front/right/perspective)

Logging and Console Variables

Command Description
get-logs Read the UE output log with substring filters, cursors, and follow mode
get-console-var Read the value of a console variable (CVar)
set-console-var Set a console variable value

Gameplay Tags

Command Description
request-gameplay-tag Resolve a registered GameplayTag by name and return validity/export text
reload-gameplay-tags Reload GameplayTags settings and refresh tag tables where supported

Python Scripting in UE

Command Description
run-python-script Execute a Python script inside UE's embedded Python interpreter, preserving normal file semantics for --script-path and exposing optional PIE-world helpers
save-script Save a reusable Python script to the local script library
list-scripts List all saved Python scripts
delete-script Delete a saved script

StateTree Editing

Command Description
statetree Canonical StateTree inspection, state, task, and transition command family
statetree inspect Inspect a StateTree asset -- states, tasks, transitions
statetree state add Add a state to a StateTree
statetree task add Add a task to a StateTree state
statetree transition add Add a transition between StateTree states
statetree state remove Remove a state from a StateTree

Widget Blueprint Inspection

Command Description
umg Canonical UMG command family for designer apply/inspect, navigation, preview lifecycle, verification, layout, and workflows
umg designer inspect Inspect UMG Widget Blueprint hierarchy, bindings, properties, and input mapping key bindings
inspect-runtime-widgets Inspect live UMG widget geometry during PIE sessions
umg designer apply Build or replace a Widget Blueprint Designer hierarchy from a declarative JSON spec
umg navigation wire Validate named Widget Blueprint buttons, switchers, and target widgets while exposing parent-class navigation binding contracts
umg verify widgets Validate expected runtime widget names in PIE
umg verify text Validate expected runtime TextBlock strings in PIE
umg verify navigation Broadcast named UMG button clicks and assert switcher or visibility outcomes
umg workflow run Run a UMG workflow plan artifact
umg layout Unified concept-to-runtime layout pipeline for extraction, geometry/pixel comparison, subset matching, ignore masks, and spec fitting
umg layout extract Normalize designer or runtime UMG geometry into a layout JSON artifact
umg layout compare Compare expected and actual UMG layout artifacts offline
add-widget Add a widget to a Widget Blueprint

DataTable Editing

Command Description
add-datatable-row Add or update a row in a DataTable asset from a JSON object keyed by row struct field name

Performance Profiling (UE Insights)

Command Description
insights-capture Start or stop a UE Insights trace capture
insights-list-traces List available trace files
insights-analyze Analyze a trace file for CPU, GPU, or memory hotspots

Rewind Debugger (Animation Debugging)

Requires the Animation Insights (GameplayInsights) plugin enabled in Edit > Plugins.

Command Description
anim rewind Canonical Rewind Debugger recording and inspection command family
rewind-start Start a Rewind Debugger recording with channel and actor filtering, or load an existing .utrace file with --load
rewind-stop Stop the current recording
rewind-status Query current recording state (detects recordings from CLI or editor UI)
rewind-list-tracks List all recorded actors and their available track types
rewind-overview Track-level summary for an actor (state machine transitions, montage play ranges, notify fire times)
rewind-snapshot Detailed animation state at a specific time or frame -- the time-travel equivalent of anim instance inspect
rewind-save Save the in-memory recording to a .utrace file

Build and Live Coding

Command Description
build-and-relaunch Trigger a full C++ rebuild and optionally relaunch the editor; --wait monitors staged progress, and offline fallback can build from --project when the bridge is unavailable
trigger-live-coding Trigger a Live Coding compile (hot reload); warns on risky reflected header changes and returns full-build guidance when Unreal cancels unsupported changes
reload-bridge-module Reload the bridge editor module from disk without a full editor restart

Skills (LLM Workflow Prompts)

Command Description
skills list List all available LLM skill prompts shipped with the CLI
skills get <name> Print a skill's full content to stdout for LLM consumption

Skills are markdown prompts that teach an LLM client how to perform complex multi-step workflows using soft-ue-cli commands. They include step-by-step instructions, type mapping tables, and pre-filled CLI commands.

Available skills:

Skill Description
blueprint-to-cpp Generate C++ .h/.cpp from a Blueprint asset -- Layer 1 (class scaffolding) + Layer 2 (graph logic translation)
author-umg-designer Convert a UI concept image plus text requirements into an editable UMG Designer tree JSON draft for umg designer apply
author-umg-workflow Turn a UI concept into an editable UMG Designer tree, stable widget-name navigation contract, and PIE interaction verification plan
level-from-image Populate a UE level from a reference image -- analyzes the image, maps scene elements to project assets, batch-places actors, then iterates with visual feedback (viewport screenshots)
replay-changes Walk the binary-asset conflict recovery flow for Git or Perforce: extract base/local/remote revisions, inspect offline diffs, sync the incoming binary, and replay the wanted local edits manually
test-tools Run the exhaustive live integration test script across CLI and MCP modes, including offline .uasset smoke checks against a generated Blueprint

MCP Server Mode

Command Description
mcp-serve Run as an MCP (Model Context Protocol) server over stdio

Exposes 120+ commands as MCP tools and skills as MCP prompts. Compatible with Claude Desktop, Claude Code, Cursor, Windsurf, and other MCP clients. Requires the optional mcp extra:

pip install soft-ue-cli[mcp]

Usage Examples

Spawn an actor at a specific location

soft-ue-cli spawn-actor BP_Enemy --location 100,200,50 --rotation 0,90,0

Query all actors of a specific class

soft-ue-cli query-level --class-filter StaticMeshActor --limit 50
soft-ue-cli query-level --world pie --search "BP_Player*"
soft-ue-cli get-property BP_Player_C_0 Health --world pie

Call a BlueprintCallable function

soft-ue-cli call-function BP_GameMode SetDifficulty --args '{"Level": 3}'

Compose deterministic runtime steps with one batch

soft-ue-cli batch-call --calls '[
  {"tool":"pie-tick","args":{"frames":1}},
  {"tool":"query-level","args":{"limit":5}},
  {"tool":"get-logs","args":{"lines":5}}
]'

Sweep a pure callable on a transient instance

soft-ue-cli call-function --class-path /Script/Engine.Actor --function-name K2_GetActorLocation --spawn-transient

Validate a class path before spawning

soft-ue-cli validate-class-path /Game/Characters/BP_Hero.BP_Hero_C

Tick PIE and inspect animation state

soft-ue-cli pie-tick --frames 30
soft-ue-cli anim instance inspect --actor-tag TestCharacter --include state_machines,montages

Execute a console command directly in PIE

soft-ue-cli exec-console-command stat fps
soft-ue-cli exec-console-command --player-index 0 MyGame.MyCommand arg1 arg2

Inspect possession state during PIE

soft-ue-cli inspect-pawn-possession
soft-ue-cli inspect-pawn-possession --class-filter Character

Inspect a Blueprint's components and variables

soft-ue-cli blueprint inspect /Game/Blueprints/BP_Player --include components,variables

Build an editable UMG Designer tree

soft-ue-cli umg designer apply /Game/UI/WBP_MainMenu --spec-file menu_tree.json --compile --save
soft-ue-cli umg navigation wire /Game/UI/WBP_MainMenu --bindings-file navigation.json --compile --save
soft-ue-cli umg workflow run --plan umg_workflow_plan.json
soft-ue-cli umg layout extract --source concept-image --input concept.png --output concept_layout.json
soft-ue-cli umg layout extract --source designer --asset-path /Game/UI/WBP_MainMenu --output umg_expected_layout.json
soft-ue-cli umg layout extract --source runtime --root-widget WBP_MainMenu_C_0 --full-geometry --output umg_runtime_layout.json
soft-ue-cli umg layout compare --mode geometry --subset concept_layout.json umg_runtime_layout.json --output umg_layout_report.json
soft-ue-cli umg layout fit --concept concept_layout.json --actual umg_runtime_layout.json --spec menu_tree.json --output corrected_menu_tree.json
soft-ue-cli umg designer inspect /Game/UI/WBP_MainMenu --include-defaults --depth-limit 8
soft-ue-cli skills get author-umg-workflow

umg navigation wire fails fast while PIE is active or the editor is saving/garbage collecting because it mutates WidgetBlueprint assets. Stop PIE first, wait until the editor is idle, or pass --allow-pie / --allow-busy when you intentionally accept that risk.

Inspect and diff local .uasset files offline

soft-ue-cli asset inspect-file D:/Project/Content/Blueprints/BP_Player.uasset --sections all
soft-ue-cli asset inspect-file D:/Project/Content/Characters/SK_Mannequin_Skeleton.uasset --sections properties
soft-ue-cli asset inspect-file D:/Project/Content/__ExternalActors__/Maps/OpenWorld/5/TQ/ABC123.uasset --sections summary,properties
soft-ue-cli asset diff-file D:/snapshots/BP_Player_before.uasset D:/Project/Content/Blueprints/BP_Player.uasset --sections variables,functions
soft-ue-cli asset diff-file D:/snapshots/SK_before.uasset D:/Project/Content/Characters/SK_Mannequin_Skeleton.uasset --sections properties
soft-ue-cli asset diff-file D:/snapshots/Actor_before.uasset D:/Project/Content/__ExternalActors__/Maps/OpenWorld/5/TQ/ABC123.uasset --sections summary,properties

Inspect UserDefinedEnum and UserDefinedStruct assets

soft-ue-cli query-enum /Game/Data/E_TraversalActionType
soft-ue-cli query-struct /Game/Data/S_TraversalCheckResult

Inspect Mutable / CustomizableObject assets safely

soft-ue-cli inspect-customizable-object-graph /Game/Characters/CO_Hero.CO_Hero
soft-ue-cli inspect-mutable-parameters /Game/Characters/CO_Hero.CO_Hero
soft-ue-cli inspect-mutable-diagnostics /Game/Characters/CO_Hero.CO_Hero

Edit Mutable / CustomizableObject assets

soft-ue-cli mutable graph add-parameter /Game/Characters/CO_Hero.CO_Hero BodyHeight --parameter-type float
soft-ue-cli mutable graph add-mesh-option /Game/Characters/CO_Hero.CO_Hero /Game/Meshes/SKM_Boots.SKM_Boots
soft-ue-cli mutable graph add-group-child /Game/Characters/CO_Hero.CO_Hero <group-node-guid> <child-node-guid>
soft-ue-cli regenerate-co-node-pins /Game/Characters/CO_Hero.CO_Hero <node-guid>
soft-ue-cli connect-co-pins /Game/Characters/CO_Hero.CO_Hero <source-node-guid> Value <target-node-guid> Input
soft-ue-cli mutable compile /Game/Characters/CO_Hero.CO_Hero
soft-ue-cli remove-co-node /Game/Characters/CO_Hero.CO_Hero <node-guid>

Start a PIE session and send input

soft-ue-cli pie-session start --mode SelectedViewport
soft-ue-cli trigger-input key --key SpaceBar
soft-ue-cli trigger-input action --action-name IA_SwitchCharacter
soft-ue-cli pie-session stop

Capture a screenshot of the editor viewport

soft-ue-cli capture screenshot --source viewport --output file
soft-ue-cli capture viewport --source editor --scale 50 --color-mode grayscale --output file
soft-ue-cli capture viewport --source editor --width 960 --color-mode monochrome --output file

Edit a Blueprint graph programmatically

soft-ue-cli blueprint node add /Game/BP_Player K2Node_CallFunction \
  --properties '{"FunctionReference": {"MemberName": "PrintString"}}'
soft-ue-cli blueprint pin connect /Game/BP_Player node1 "exec" node2 "execute"

Manage Blueprint interfaces

soft-ue-cli modify-interface /Game/ABP_Character add ALI_Locomotion
soft-ue-cli modify-interface /Game/ABP_Character remove ALI_Locomotion
soft-ue-cli blueprint inspect /Game/ABP_Character --include interfaces

Create an anim layer function on an AnimLayerInterface

soft-ue-cli blueprint node add /Game/ALI_Locomotion AnimLayerFunction --graph-name FullBody

Create an AnimBlueprint state machine

soft-ue-cli add-anim-state-machine /Game/ABP_Hero Locomotion --default-state Idle
soft-ue-cli add-anim-state /Game/ABP_Hero Locomotion Run --position 500,0
soft-ue-cli add-anim-transition /Game/ABP_Hero Locomotion Idle Run --rule true
soft-ue-cli blueprint node add /Game/ABP_Hero AnimGraphNode_SequencePlayer --graph-name Run

Insert a node between two connected nodes

soft-ue-cli insert-graph-node /Game/ABP_Hero AnimGraphNode_LinkedAnimLayer \
  {source-guid} OutputPose {target-guid} InputPose --graph-name AnimGraph

Save and compile after edits

soft-ue-cli compile-blueprint /Game/ABP_Hero
soft-ue-cli save-asset /Game/ABP_Hero

Refresh GameplayTags after editing config

soft-ue-cli reload-gameplay-tags
soft-ue-cli request-gameplay-tag Status.Effect.Burning

Disconnect a specific wire (preserving others)

soft-ue-cli disconnect-graph-pin /Game/ABP_Hero {node-guid} OutputPose \
  --target-node {other-guid} --target-pin InputPose

Convert a Blueprint to C++ using the LLM skill

# List available skills
soft-ue-cli skills list

# Feed the blueprint-to-cpp skill to your LLM client
soft-ue-cli skills get blueprint-to-cpp
# The LLM reads the skill instructions, then runs:
#   soft-ue-cli query-enum /Game/Data/E_Dependency
#   soft-ue-cli query-struct /Game/Data/S_Dependency
#   soft-ue-cli blueprint inspect /Game/BP_Player --include all --include-inherited
#   soft-ue-cli blueprint graph inspect /Game/BP_Player --list-callables
# ...and generates the .h/.cpp files from the JSON responses

Populate a level from a reference image

# Get the level-from-image skill instructions
soft-ue-cli skills get level-from-image
# The LLM analyzes the image, searches for matching assets, places them,
# then enters a visual feedback loop:
#   soft-ue-cli set-viewport-camera --preset top --ortho-width 8000
#   soft-ue-cli capture viewport --source editor --output file
#   soft-ue-cli capture viewport --source editor --scale 50 --color-mode grayscale
# Compares screenshot to reference, auto-corrects, then asks for human feedback

Profile with UE Insights

soft-ue-cli insights-capture start --channels CPU,GPU
# ... run your scenario ...
soft-ue-cli insights-capture stop
soft-ue-cli insights-analyze latest --analysis-type cpu

Use as an MCP server (Claude Desktop, Cursor, etc.)

# Install with MCP support
pip install soft-ue-cli[mcp]

# Run the MCP server (used in MCP client config, not run manually)
soft-ue-cli mcp-serve

Add to your MCP client config (e.g. claude_desktop_config.json):

{
  "mcpServers": {
    "soft-ue-cli": {
      "command": "soft-ue-cli",
      "args": ["mcp-serve"]
    }
  }
}

Configuration

Environment Variables

Variable Default Description
SOFT_UE_BRIDGE_URL (none) Full bridge URL override (e.g. http://192.168.1.10:8080)
SOFT_UE_BRIDGE_PORT 8080 Port override when using localhost
SOFT_UE_BRIDGE (none) Set to 1 to enable conditional compilation in Target.cs

Server Discovery Order

The CLI finds the bridge server using this priority:

  1. --server command-line flag
  2. SOFT_UE_BRIDGE_URL environment variable
  3. SOFT_UE_BRIDGE_PORT environment variable (constructs http://127.0.0.1:<port>)
  4. .soft-ue-bridge/instance.json file (searched upward from the current working directory -- written automatically by the plugin at startup)
  5. http://127.0.0.1:8080 (default fallback)

Conditional Compilation for Teams

If you want only specific developers to compile the bridge plugin (to avoid any overhead for artists or designers), use the SOFT_UE_BRIDGE environment variable in your Target.cs:

// MyGameEditor.Target.cs
if (Environment.GetEnvironmentVariable("SOFT_UE_BRIDGE") == "1")
{
    ExtraModuleNames.Add("SoftUEBridge");
}

Developers who need the bridge set SOFT_UE_BRIDGE=1 in their environment. Everyone else builds without it.


Compatibility

Requirement Supported Versions
Unreal Engine 5.7
Python 3.10+
Platforms Windows, macOS, Linux
Build types Editor, DebugGame, Development; Shipping only if explicitly opted in
Dependencies httpx >= 0.27, Pillow >= 10; optional mcp >= 1.2 for MCP server mode

Development

git clone https://github.com/softdaddy-o/soft-ue-cli
cd soft-ue-cli
pip install -e .
pytest -v

Feedback

Report a bug

soft-ue-cli report-bug \
  --title "Short bug summary" \
  --description "Detailed description"

Do not include project-specific information, personal information, or any clue that could identify your project. Replace project names, internal paths, asset names, emails, tokens, and other sensitive details with generic placeholders.

Optional flags: --steps, --expected, --actual, --severity critical|major|minor, --no-system-info.

Request a feature

soft-ue-cli request-feature \
  --title "Short feature summary" \
  --description "What the feature should do"

Do not include project-specific information, personal information, or any clue that could identify your project. Replace project names, internal paths, asset names, emails, tokens, and other sensitive details with generic placeholders.

Optional flags: --use-case, --priority enhancement|nice-to-have.

Share a testimonial

soft-ue-cli submit-testimonial \
  --message "Great tool for UE automation!" \
  --agent-name "Claude Code" \
  --rating 5

Opens a GitHub Issue (label: testimonial) with auto-collected metadata (CLI version, usage streak, top tools). A consent prompt appears before posting unless --yes is passed.

All feedback commands require GitHub auth: set GITHUB_TOKEN env var or run gh auth login.


Frequently Asked Questions

What is soft-ue-cli?

soft-ue-cli is a Python tool that gives AI agents and developers 120+ commands and tools for Unreal Engine 5 automation. It works as an MCP server (for Claude Desktop, Cursor, Windsurf, and other MCP clients) or as a standard CLI (for Claude Code, shell scripts, CI/CD). It communicates with a C++ plugin (SoftUEBridge) running inside UE via HTTP/JSON-RPC for live editor/runtime work, and it also includes offline parsers for local Unreal files.

How do AI agents use soft-ue-cli?

MCP clients (Claude Desktop, Cursor, Windsurf): Connect via soft-ue-cli mcp-serve. The agent sees 120+ tools with typed schemas and skill prompts -- it can directly call UE operations without going through a terminal.

Claude Code: Runs soft-ue-cli commands in the terminal. Add a CLAUDE.md file to your UE project describing available commands, and Claude Code autonomously queries your level, spawns actors, edits Blueprints, runs PIE sessions, and iterates on your game.

Can I use soft-ue-cli without an AI agent?

Yes. soft-ue-cli is a standard Python CLI. You can use it in shell scripts, CI/CD pipelines, custom automation tools, or any workflow that can invoke command-line programs. Every command outputs structured JSON, making it easy to parse and integrate.

Does it work with packaged/cooked Unreal Engine builds?

Yes, in Development and DebugGame packaged builds by default. The bridge module now uses Unreal's DeveloperTool module type, so Shipping builds exclude it unless the target explicitly enables developer tools (for example via bBuildDeveloperTools = true).

The plugin descriptor restricts SoftUEBridge's editor-only dependency plugins to Editor targets, so Python/editor scripting dependencies are not enabled for packaged game targets.

What Unreal Engine versions are supported?

soft-ue-cli is actively developed against Unreal Engine 5.7. That matters if your project cannot move to UE 5.8 yet but still needs an agent-friendly CLI/MCP automation surface.

Is there any runtime performance impact?

The SoftUEBridge plugin adds a lightweight HTTP server that listens on a single port. When no requests are being made, the overhead is negligible. The server processes requests on the game thread to ensure thread safety with UE APIs. Shipping builds exclude the bridge by default; if you intentionally need it there, enable developer tools for that target.

How do I change the default port?

Set the SOFT_UE_BRIDGE_PORT environment variable before launching UE, or use the --server flag when running CLI commands. The default port is 8080.

Can multiple UE instances run simultaneously?

Yes. Each UE instance writes its port to a .soft-ue-bridge/instance.json file in the project directory. Use SOFT_UE_BRIDGE_URL or --server to target a specific instance when multiple are running.

How do I edit Blueprints from the command line?

Use blueprint graph inspect to inspect existing graph nodes, blueprint node add to create new nodes, blueprint pin connect to wire them together, and blueprint node remove to delete nodes. This enables fully programmatic Blueprint construction -- useful for AI-driven development and automated testing.

What is the difference between soft-ue-cli and Unreal Engine Remote Control?

Unreal Engine's built-in Remote Control API focuses on property access and preset-based workflows. soft-ue-cli provides a broader command set specifically designed for AI coding agents -- including Blueprint graph editing, StateTree manipulation, PIE session control, UE Insights profiling, widget inspection, and asset creation -- with a simpler setup process (one pip install, one plugin copy).

What is the difference between soft-ue-cli and UE 5.8's first-party MCP?

UE 5.8's first-party MCP support is the right first stop if your project is already on UE 5.8 and you want Epic's native editor MCP endpoint. soft-ue-cli remains useful when you need UE 5.7 support, cooked Development/DebugGame build support, the same commands from a terminal or CI job, offline .uasset/config inspection, packaged LLM workflow prompts, or structured command metadata and missing-plugin recovery across a broader curated tool surface.

They are complementary. Use the official MCP surface where it covers the editor action directly; use soft-ue-cli when the workflow spans UE 5.7 projects, cooked non-Shipping builds, CLI automation, offline files, canonical command scripts, visual capture transforms, UMG verification, or optional plugin diagnostics.

How do I use soft-ue-cli with Claude Desktop or Cursor?

Run pip install soft-ue-cli[mcp] to install MCP support, then add the server to your MCP client config. For Claude Desktop, add to claude_desktop_config.json:

{
  "mcpServers": {
    "soft-ue-cli": {
      "command": "soft-ue-cli",
      "args": ["mcp-serve"]
    }
  }
}

The MCP server exposes 120+ commands as MCP tools and skills as MCP prompts. The AI editor can then directly call UE operations without going through the terminal.

What is the difference between soft-ue-cli and other UE MCP servers?

soft-ue-cli unreal-mcp, ue5-mcp, etc.
Tools 120+ commands/tools Varies
Coverage Blueprints, materials, StateTrees, Mutable, widgets, PIE, profiling, DataTables, CVars, Live Coding, offline file/config inspection Varies; many focus on live editor operations
LLM skill prompts Yes (MCP prompts + CLI) No
CLI mode Yes ??shell scripts, CI/CD, Claude Code MCP-only
Setup pip install soft-ue-cli[mcp] + copy one plugin Varies; often requires custom C++/Python scripting

Support this project

soft-ue-cli is free, open-source, and maintained by one person. If it saves you hours of manual editor work or helps your AI workflow, consider supporting continued development:

Using soft-ue-cli in your project? Share your experience ??I'd love to hear about it.


Roadmap

  • Track UE 5.8 compatibility and first-party MCP overlap, keeping soft-ue-cli focused on CLI/CI, offline inspection, and curated bridge workflows.
  • More LLM skills (Material-to-HLSL, Animation Blueprint automation)
  • Visual diff for Blueprint changes
  • CI/CD integration examples

License

MIT License. See LICENSE for details.


Links

About

Python CLI + UE plugin that lets Claude Code (AI coding agent) control Unreal Engine in real time. Spawn actors, edit blueprints, call functions, capture screenshots, manage PIE sessions, and more -- all from the terminal. Works with UE5 editor and packaged builds via an in-process HTTP bridge.

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