soft-ue-cli
Provides tools to control Unreal Engine 5, including spawning actors, editing Blueprints, inspecting materials, building UMG screens, reading and patching UE config files, running Play-In-Editor sessions, capturing screenshots, profiling performance, and inspecting local Unreal assets.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@soft-ue-clispawn a cube at the origin"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
soft-ue-cli (+mcp)
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, skillsWhy 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, andblueprint. Removed flat names are discoverable withcommands --include-removed.Plugin-aware metadata --
soft-ue-cli commands --jsonreports bridge/editor/PIE requirements plus optional Unreal plugin dependencies, and bridge tools return structuredplugin_unavailableerrors 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.uprojectdata from oneconfigcommand 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
httpxandPillow. Add[mcp]extra for MCP server mode.Team-friendly -- conditional compilation via
SOFT_UE_BRIDGEenvironment 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:
commandsis 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 viacommands --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_unavailablediagnostics.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, andBuildConfiguration.xmlfiles, even when the editor is closed.It ships curated LLM skill prompts and a
test-toolssmoke 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-removedinstead 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 server2. 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/YourProjectIf 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 80804. Verify the connection
soft-ue-cli check-setupYou 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/listThe 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 rulesSkills 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 moduleThe 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 --jsonThe 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 |
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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 |
| Copy SoftUEBridge plugin into a UE project |
| Verify plugin files, .uproject settings, and bridge server reachability |
| Health check -- returns server status |
| Poll the same bridge health probe as |
| Get project name, engine version, target platforms, and module info |
Actor and Level Operations
Command | Description |
| Spawn an actor by class at a given location and rotation |
| List actors in the current level with transforms, filtering by class or name |
| Call any |
| Dispatch multiple bridge tool calls in-process with one HTTP roundtrip |
| Set a |
| Read a |
| Add a component to an existing actor |
Blueprint Inspection and Editing
Command | Description |
| Canonical Blueprint inspection, graph, node, pin, interface, and compile command family |
| Atomically insert a node between two connected nodes |
| Inspect a Blueprint asset -- components, variables, functions, interfaces, event dispatchers |
| Inspect event graphs, function graphs, nested AnimBlueprint graphs, node connections, positions, and class-filtered nodes |
| Inspect a local |
| Diff two local |
| Add a node to a Blueprint or Material graph (supports |
| Remove a node from a graph |
| Batch-set node positions for graph layout |
| Set properties on a graph node by GUID (UPROPERTY, inner structs, pin defaults) |
| Connect two pins between graph nodes |
| Disconnect pin connections (all or specific with |
| Add or remove an implemented interface on a Blueprint or AnimBlueprint |
| Compile a Blueprint or AnimBlueprint and return the result |
| Add an initialized AnimBlueprint state machine with optional initial state |
| Add a state and state content graph to an AnimBlueprint state machine |
| Add a transition and transition rule graph between AnimBlueprint states |
| Compile a Material, MaterialInstance, or MaterialFunction |
| Save a modified asset to disk (with optional |
Asset Management
Command | Description |
| Canonical asset query, preview, source-control, offline file, creation, and save command family |
| Canonical Mutable/CustomizableObject inspection, graph authoring, and compile command family |
| Search the Content Browser by name, class, or path -- also inspect DataTables and map |
| Inspect a UserDefinedEnum asset -- authored names, display names, tooltips, numeric values |
| Inspect a UserDefinedStruct asset -- authored member names, defaults, and metadata |
| Inspect a Mutable/CustomizableObject graph and return graphs, nodes, pins, edges, and derived node roles |
| Derive structured Mutable parameter metadata such as groups, defaults, runtime enum options, tags, and related graph links |
| Report Mutable plugin availability and best-effort capability/runtime diagnostics for a target asset |
| Add a node to a Mutable/CustomizableObject graph by class name, with optional position and properties |
| Add a common Mutable parameter node such as float, color, enum, projector, texture, transform, or mesh |
| Add a skeletal or static mesh option node and assign its mesh reference |
| Set the mesh reference on an existing CustomizableObject node |
| Connect a child object node into an object group using Mutable's default |
| Set reflected properties or matching pin defaults on a CustomizableObject graph node |
| Connect two CustomizableObject graph pins by node GUID and pin name, with one automatic pin regeneration retry by default |
| Regenerate pins for one Mutable/CustomizableObject graph node and return the refreshed pin list |
| Compile a CustomizableObject asset and return structured status |
| Remove a CustomizableObject graph node by GUID, object path, object name, or title |
| Create new Blueprint, Material, DataTable, World (Level), or other asset types |
| Delete an asset |
| Best-effort close editors and release UE file handles for a specific asset |
| Set a property on a Blueprint CDO or component, including nested |
| Get property-level diff of an asset vs. source control |
| Get a thumbnail/preview image of an asset |
| Open an asset in the editor |
| Find assets, variables, or functions referencing a given asset |
Material Inspection
Command | Description |
| Inspect Material, Material Instance, or Material Function -- parameters, nodes, connections, |
| Read or write Material Parameter Collection scalar/vector values |
Class and Type Inspection
Command | Description |
| Inspect class inheritance chains -- ancestors, descendants, or both |
| Verify that a soft class path exists, loads, and resolves to a |
Play-In-Editor (PIE) Control
Command | Description |
| Execute arbitrary UE console commands directly in editor, PIE, or game worlds |
| Start, stop, pause, resume PIE -- also query actor state during play |
| Start PIE if needed and advance the world deterministically by frame count |
| Canonical animation instance, sync marker, graph authoring, transition, and Rewind command family |
| Snapshot a target actor's live |
| List AuthoredSyncMarkers on an AnimSequence asset |
| Compare sync marker names and timing across AnimSequence assets |
| Add an AuthoredSyncMarker to an AnimSequence asset |
| Remove AuthoredSyncMarkers from an AnimSequence asset |
| Inspect controller/pawn links, AI auto-possession, and hidden state in a running world |
| Send input events to a running game (PIE or packaged build) |
Screenshot and Visual Capture
Command | Description |
| Canonical capture command family for viewport and screenshot capture |
| Capture the editor viewport, PIE window, or a specific editor panel |
| Capture the current viewport (auto-detects PIE, standalone, or editor) |
| Set editor viewport camera position, rotation, or preset view (top/front/right/perspective) |
Logging and Console Variables
Command | Description |
| Read the UE output log with substring filters, cursors, and follow mode |
| Read the value of a console variable (CVar) |
| Set a console variable value |
Gameplay Tags
Command | Description |
| Resolve a registered GameplayTag by name and return validity/export text |
| Reload GameplayTags settings and refresh tag tables where supported |
Python Scripting in UE
Command | Description |
| Execute a Python script inside UE's embedded Python interpreter, preserving normal file semantics for |
| Save a reusable Python script to the local script library |
| List all saved Python scripts |
| Delete a saved script |
StateTree Editing
Command | Description |
| Canonical StateTree inspection, state, task, and transition command family |
| Inspect a StateTree asset -- states, tasks, transitions |
| Add a state to a StateTree |
| Add a task to a StateTree state |
| Add a transition between StateTree states |
| Remove a state from a StateTree |
Widget Blueprint Inspection
Command | Description |
| Canonical UMG command family for designer apply/inspect, navigation, preview lifecycle, verification, layout, and workflows |
| Inspect UMG Widget Blueprint hierarchy, bindings, properties, and input mapping key bindings |
| Inspect live UMG widget geometry during PIE sessions |
| Build or replace a Widget Blueprint Designer hierarchy from a declarative JSON spec |
| Validate named Widget Blueprint buttons, switchers, and target widgets while exposing parent-class navigation binding contracts |
| Validate expected runtime widget names in PIE |
| Validate expected runtime TextBlock strings in PIE |
| Broadcast named UMG button clicks and assert switcher or visibility outcomes |
| Run a UMG workflow plan artifact |
| Unified concept-to-runtime layout pipeline for extraction, geometry/pixel comparison, subset matching, ignore masks, and spec fitting |
| Normalize designer or runtime UMG geometry into a layout JSON artifact |
| Compare expected and actual UMG layout artifacts offline |
| Add a widget to a Widget Blueprint |
DataTable Editing
Command | Description |
| 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 |
| Start or stop a UE Insights trace capture |
| List available trace files |
| 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 |
| Canonical Rewind Debugger recording and inspection command family |
| Start a Rewind Debugger recording with channel and actor filtering, or load an existing |
| Stop the current recording |
| Query current recording state (detects recordings from CLI or editor UI) |
| List all recorded actors and their available track types |
| Track-level summary for an actor (state machine transitions, montage play ranges, notify fire times) |
| Detailed animation state at a specific time or frame -- the time-travel equivalent of |
| Save the in-memory recording to a |
Build and Live Coding
Command | Description |
| Trigger a full C++ rebuild and optionally relaunch the editor; |
| Trigger a Live Coding compile (hot reload); warns on risky reflected header changes and returns full-build guidance when Unreal cancels unsupported changes |
| Reload the bridge editor module from disk without a full editor restart |
Skills (LLM Workflow Prompts)
Command | Description |
| List all available LLM skill prompts shipped with the CLI |
| 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 |
| Generate C++ |
| Convert a UI concept image plus text requirements into an editable UMG Designer tree JSON draft for |
| Turn a UI concept into an editable UMG Designer tree, stable widget-name navigation contract, and PIE interaction verification plan |
| 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) |
| 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 |
| Run the exhaustive live integration test script across CLI and MCP modes, including offline |
MCP Server Mode
Command | Description |
| 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 0,90,0Query 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 pieCall 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-transientValidate a class path before spawning
soft-ue-cli validate-class-path /Game/Characters/BP_Hero.BP_Hero_CTick PIE and inspect animation state
soft-ue-cli pie-tick --frames 30
soft-ue-cli anim instance inspect --actor-tag TestCharacter --include state_machines,montagesExecute 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 arg2Inspect possession state during PIE
soft-ue-cli inspect-pawn-possession
soft-ue-cli inspect-pawn-possession --class-filter CharacterInspect a Blueprint's components and variables
soft-ue-cli blueprint inspect /Game/Blueprints/BP_Player --include components,variablesBuild 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-workflowumg 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,propertiesInspect UserDefinedEnum and UserDefinedStruct assets
soft-ue-cli query-enum /Game/Data/E_TraversalActionType
soft-ue-cli query-struct /Game/Data/S_TraversalCheckResultInspect 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_HeroEdit 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 stopCapture 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 fileEdit 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 interfacesCreate an anim layer function on an AnimLayerInterface
soft-ue-cli blueprint node add /Game/ALI_Locomotion AnimLayerFunction --graph-name FullBodyCreate 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 RunInsert 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 AnimGraphSave and compile after edits
soft-ue-cli compile-blueprint /Game/ABP_Hero
soft-ue-cli save-asset /Game/ABP_HeroRefresh GameplayTags after editing config
soft-ue-cli reload-gameplay-tags
soft-ue-cli request-gameplay-tag Status.Effect.BurningDisconnect a specific wire (preserving others)
soft-ue-cli disconnect-graph-pin /Game/ABP_Hero {node-guid} OutputPose \
--target-node {other-guid} --target-pin InputPoseConvert 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 responsesPopulate 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 feedbackProfile 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 cpuUse 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-serveAdd 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 |
| (none) | Full bridge URL override (e.g. |
|
| Port override when using localhost |
| (none) | Set to |
Server Discovery Order
The CLI finds the bridge server using this priority:
--servercommand-line flagSOFT_UE_BRIDGE_URLenvironment variableSOFT_UE_BRIDGE_PORTenvironment variable (constructshttp://127.0.0.1:<port>).soft-ue-bridge/instance.jsonfile (searched upward from the current working directory -- written automatically by the plugin at startup)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 |
|
Development
git clone https://github.com/softdaddy-o/soft-ue-cli
cd soft-ue-cli
pip install -e .
pytest -vFeedback
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 5Opens 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 |
| 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:
Sponsor on GitHub ??recurring or one-time
Buy me a coffee on Ko-fi ??quick one-time donation
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
Claude Code: docs.anthropic.com/en/docs/claude-code
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