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, orblueprint.node.inspect. - Material:
material.graph.inspectormaterial.node.inspect. - PCG:
pcg.graph.inspect,pcg.node.inspect, orpcg.parameter.inspect. - Widget:
widget.tree.inspectorwidget.inspect.
6. Use Palettes for Creation
When adding graph nodes or widgets, query the relevant palette first:
blueprint.palettematerial.palettepcg.palettewidget.palette
Then pass the selected palette entry to the matching edit tool.
7. Edit Explicitly
Use explicit local edits:
blueprint.graph.editblueprint.member.editblueprint.node.editmaterial.graph.editmaterial.node.editpcg.graph.editpcg.parameter.editwidget.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.compilematerial.compilepcg.compilewidget.compile