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serious-editor
by thingolus

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      Enables MCP clients to control a running Unreal editor through its local bridge socket, exposing world, blueprint, material, media, vision, pipeline, and status tools. It resolves class names, verifies writes by reading them back, caps ordered pipelines, and reports unreachable or partial results instead of silently succeeding.
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    TDQS

    A3.7/5.0

    Scored across 14 tools

    Disambiguation5/5

    Each tool targets a distinct lifecycle or resource: local status vs live ping, package listing vs entry reading, property existence vs property reading, and preview/apply/undo/status are clearly separated. Overlaps are explicitly clarified in the descriptions.

    Naming Consistency4/5

    All tools use a consistent snake_case editor_ prefix, making the set predictable. A few names are noun phrases (editor_status, editor_selection, editor_edit_status) rather than strict verb_noun, but the convention is still coherent.

    Tool Count5/5

    14 tools is within a reasonable range for a specialized editor bridge, and each tool maps to a distinct part of the inspection, connection, editing, or package-reading workflow. The surface does not feel padded or thin.

    Completeness4/5

    The set covers bridge setup/status, live connectivity, property inspection and safe edit lifecycle, package entry inspection, and logs. The main gap is persistence: edits are explicitly not saved, and broader entity CRUD or document discovery is absent, but core workflows are mostly covered.

    Maintenance

    ActivityMaintained
    ResponsivenessNo recent community issues