Quickstart

This path assumes one of these install paths is ready:

  • Native install is configured in your MCP host as loomle mcp.
  • Fab install has configured the Python MCP server from the Loomle toolbar in Unreal Editor.

After setup, both paths expose the same LOOMLE tools.

1. Open Unreal Editor

Open the Unreal project you want the agent to work on. Make sure the LoomleBridge plugin is enabled and the Loomle toolbar/status panel reports a ready state.

If you just changed MCP setup, restart Codex, Claude, or your MCP host before continuing.

2. Find an Unreal Project

Call:

project_list

Use the returned projectId or projectRoot for the next step.

3. Attach the Session

Call:

project_attach

After attach succeeds, LOOMLE exposes the UE-facing tool surface for the active project.

4. Read Editor Context

If the user already has an asset open or something selected in Unreal Editor, call:

context

Use it to discover the active editor asset, active window, current selection, and resolved graph references. It is the fastest way to start from the user’s visible UE state instead of guessing asset paths or graph names.

context does not attach the MCP session to a project. Use it after project_attach succeeds.

5. Inspect Before Editing

Use the domain-specific inspect tool before editing:

  • Blueprint: blueprint_inspect, blueprint_graph_inspect, blueprint_member_inspect, or blueprint_node_inspect.
  • Material: material_graph_inspect or material_node_inspect.
  • PCG: pcg_graph_inspect, pcg_node_inspect, or pcg_parameter_inspect.
  • Widget: widget_tree_inspect or widget_inspect.

6. Use Palettes for Creation

When adding graph nodes or widgets, query the relevant palette first:

  • blueprint_graph_palette
  • material_palette
  • pcg_palette
  • widget_palette

Then pass the selected palette entry to the matching edit tool.

7. Edit Explicitly

Use explicit local edits:

  • blueprint_graph_edit
  • blueprint_member_edit
  • blueprint_node_edit
  • material_graph_edit
  • material_node_edit
  • pcg_graph_edit
  • pcg_parameter_edit
  • widget_tree_edit

For tools with compact first-level schemas, call schema_inspect for the specific operation before editing.

8. Compile or Verify

Compile after meaningful asset changes:

  • blueprint_compile
  • material_compile
  • pcg_compile
  • widget_compile

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