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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.


A
license - permissive license
-
quality - not tested
A
maintenance

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11Releases (12mo)
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