Install
The latest stable Loomle release is available for Unreal Engine 5.7 and 5.8. Choose the package matching your exact engine version. Each package contains the Unreal Bridge binaries and self-contained Loomle Clients for both supported platforms.
View the latest release Read the Quickstart
The Fab listing provides the current marketplace-approved Loomle build. GitHub Releases may publish a newer engine-specific package while a Fab update is under review; use the package that exactly matches your Unreal Engine version.
Compatibility
| Unreal Engine | Operating system | Architecture | Package |
|---|---|---|---|
| 5.7 | macOS | Apple Silicon | loomle-bridge-ue5.7.zip |
| 5.7 | Windows | x64 | loomle-bridge-ue5.7.zip |
| 5.8 | macOS | Apple Silicon | loomle-bridge-ue5.8.zip |
| 5.8 | Windows | x64 | loomle-bridge-ue5.8.zip |
Other engine versions, operating systems, and architectures are not part of this release.
1. Remove an Old Project Plugin
Unreal gives a project plugin precedence over an engine plugin with the same name. An old Loomle 0.6 copy can therefore silently hide the newly installed 0.7 plugin.
Before installing or updating Loomle:
- Close Unreal Editor for every affected project.
- Check
<Project>/Plugins/LoomleBridge. - Back up local modifications if that directory exists.
- Remove it or move it outside the project’s
Pluginsdirectory. - Repeat this check for every project that previously used Loomle 0.6.
2. Download the Complete Package
Download for UE 5.7 Download for UE 5.8
Matching UE 5.7 and UE 5.8 SHA-256 sidecars are available beside the ZIPs on the latest release page.
macOS security
This release is not notarized. macOS may block the downloaded Client. Review the release source and package, then use Privacy & Security in System Settings if macOS asks you to approve it.
Windows security
This release is not Authenticode-signed. Before extracting, open the downloaded ZIP’s Properties and use Unblock if Windows shows that option. Windows may also display a trust or SmartScreen warning.
3. Install Into Unreal Engine
Extract the ZIP. It contains one LoomleBridge directory. Copy that complete directory to:
<UE_5.x>/Engine/Plugins/Marketplace/LoomleBridge
Common Epic Launcher engine roots are:
macOS: /Users/Shared/Epic Games/UE_5.7 or UE_5.8
Windows: C:\Program Files\Epic Games\UE_5.7 or UE_5.8
Custom engine installs may use another root. The final descriptor must be:
<UE_5.x>/Engine/Plugins/Marketplace/LoomleBridge/LoomleBridge.uplugin
Avoid an accidental nested path such as LoomleBridge/LoomleBridge/LoomleBridge.uplugin. When updating, close Unreal Editor and replace the entire old LoomleBridge directory instead of merging files from different versions.
Open the project, enable LoomleBridge if Unreal asks, and restart Unreal Editor when prompted.
4. Configure the MCP Host
Configure one stdio MCP server named loomle. Its command is the absolute path to the Client bundled inside the installed plugin:
| Platform | Client path below LoomleBridge |
|---|---|
| macOS | Resources/Loomle/darwin-arm64/loomle |
| Windows | Resources/Loomle/win32-x64/loomle.exe |
The Client is self-contained. Do not install Python, uv, Node.js, or a separate global Loomle package, and do not copy the Client out of the plugin. Loomle’s workflow Skills are provided through the same MCP connection. Do not install or configure a separate Skill copy for Codex, Claude, or another MCP host.
Codex
Add the absolute Client path to the Codex MCP configuration:
[mcp_servers.loomle]
command = "/absolute/path/to/LoomleBridge/Resources/Loomle/darwin-arm64/loomle"
args = ["mcp"]
On Windows, use the corresponding win32-x64/loomle.exe path. Forward slashes are accepted in the path and avoid TOML backslash escaping.
Claude Desktop-style hosts
{
"mcpServers": {
"loomle": {
"command": "/absolute/path/to/LoomleBridge/Resources/Loomle/darwin-arm64/loomle",
"args": ["mcp"]
}
}
}
Use the Windows Client path on Windows. After changing MCP configuration, restart Codex, Claude, or the relevant MCP host.
5. Verify the Connection
Keep the target Unreal project open, then:
- Call
status({}). - If the session is unbound, call
project({}). - Use a returned
projectIdwithproject({ projectId: "<id>" }). - Call
editor({}). - Call
sal_schema({})and confirm that the interface index is available. - Call
agent_skill({})and confirm that the resident Skill catalog is available.
sal_schema and agent_skill are local and remain available when Unreal Editor is offline. The UE-backed tools require the bound project to have one healthy Editor runtime.
Continue with the Quickstart.
Troubleshooting
- The MCP host does not show Loomle: restart the host after changing its configuration and verify the absolute Client path.
- The project is offline: open that exact Unreal project with
LoomleBridgeenabled. - Loomle still behaves like 0.6: search the project for an old
Plugins/LoomleBridgedirectory. - The Client is blocked: follow the platform security guidance above.
- Several projects are available: call
project({})and bind the intendedprojectId; Loomle never guesses between projects.