Monolith
Offers search and analysis capabilities for Unreal Engine C++ source code, including symbol search across 1M+ symbols, function implementation reading, class hierarchy inspection, call graph tracing, and include path verification through a local offline indexer.
Utilizes SQLite FTS5 for full-text search across all indexed assets in Unreal Engine projects, enabling asset discovery by name, type, path, or content, reference tracing, gameplay tag searching, and detailed asset metadata retrieval.
Provides comprehensive programmatic control over Unreal Engine projects through MCP, including Blueprint creation and editing, Material graph construction, Animation pipeline management, Niagara system configuration, AI behavior tree building, Gameplay Ability System integration, and mesh/level design operations.
Monolith
One plugin. Every Unreal domain. Zero dependencies.
What is Monolith?
Monolith is an Unreal Engine editor plugin that gives your AI full read/write access to your project through the Model Context Protocol (MCP). Install one plugin, point your AI client at one endpoint, and it can work with Blueprints, Materials, Animation, Niagara, AI (Behavior Trees, State Trees, EQS, Smart Objects), Gameplay Ability System, Logic Driver state machines, project configuration, and more.
It works with Claude Code, Cursor, or any MCP-compatible client. If your AI tool speaks MCP, it speaks Monolith.
Platform: Windows only. Mac and Linux support is coming soon.
Why Monolith?
Most MCP integrations register every action as a separate tool, which floods the AI's context window and buries the actually useful stuff. Monolith uses a namespace dispatch pattern instead: each domain exposes a single {namespace}_query(action, params) tool, and a central monolith_discover() call lists everything available. Small tool list (18 tools), massive capability (1125 actions across 15 modules). The AI gets oriented fast and spends its context on your actual problem.
What Can It Actually Do?
Blueprint (88 actions) — Full programmatic control of every Blueprint in your project. Create from any parent class, build entire node graphs from a JSON spec, add/remove/connect/disconnect nodes in bulk, manage variables, components, functions, macros, and event dispatchers. Implement interfaces, reparent hierarchies, edit construction scripts, read/write CDO properties on any Blueprint or DataAsset. The auto-layout engine uses a modified Sugiyama algorithm so AI-generated graphs actually look clean. Compare two Blueprints side-by-side, scaffold from templates, manage data tables, user defined structs and enums. Hand the AI a description and it builds the whole thing — or point it at an existing Blueprint and it'll surgically rewire what you need.
Material (57 actions) — Create materials, material instances, and material functions from scratch. Build entire PBR graphs programmatically — add expressions, connect pins, auto-layout, recompile. Drop in custom HLSL nodes. Import textures from disk and wire them directly into material slots. Batch-set properties across dozens of instances at once. Render material previews and thumbnails without leaving the AI session. Full material function support: create, build internal graphs, export/import between projects. Get compilation stats, validate for errors, inspect shader complexity. Covers the full material workflow from creation to validation.
Animation (115 actions) — The entire animation pipeline, end to end. Create and edit sequences with bone tracks, curves, notifies, and sync markers. Build montages with sections, slots, blending config, and anim segments. Set up 1D/2D Blend Spaces and Aim Offsets with sample points. Animation Blueprint graph writing — add states to state machines, create transitions, set transition rules, add and connect anim graph nodes, set state animations. AI can build ABP locomotion setups programmatically, not just read them. PoseSearch integration: create schemas and databases, configure channels, rebuild the search index. Control Rig graph manipulation with node wiring and variable management. Physics Asset editing for body and constraint properties. IK Rig and Retargeter support — chain mapping, solver configuration, the works. Skeleton management with sockets, virtual bones, and curves. 115 actions covering the full animation pipeline.
Niagara (96 actions) — Full system and emitter lifecycle — create, duplicate, configure, compile. Module CRUD with override-preserving reorder so you don't blow away artist tweaks. Complete dynamic input lifecycle: attach inputs, inspect the tree, read values, remove them. Event handler and simulation stage CRUD. Niagara Parameter Collections with full param management. Effect Type creation with scalability and culling configuration. Renderer helpers for every type — mesh assignment, ribbon presets (trail, beam, lightning, tube), SubUV and flipbook setup. Data interface configuration handles JSON arrays and structs natively. Diff two systems to see exactly what changed. Clone overrides between modules, discover parameter bindings, inspect module outputs. Batch execute with read-only optimization so queries don't trigger unnecessary recompiles. Full export_system_spec dumps everything — event handlers, sim stages, static switches, dynamic inputs. Covers the full Niagara workflow from system creation to final polish.
UI (42 actions) — Widget Blueprint CRUD with full widget tree manipulation. Pre-built templates for common game UI: HUD elements, menus, settings panels, confirmation dialogs, loading screens, inventory grids, save slot lists, notification toasts. Style everything — brushes, fonts, color schemes, batch style operations. Create keyframed widget animations. Full game scaffolding: settings systems, save/load, audio config, input remapping, accessibility features. Run accessibility audits, set up colorblind modes, configure text scaling. Covers the full UI workflow from widget creation to accessibility.
Editor (19 actions) — Trigger full UBT builds or Live Coding compiles, read build errors and compiler output, search and tail editor logs, get crash context after failures. Capture preview screenshots of any asset — materials, Niagara systems, meshes. Import textures, stitch flipbooks, delete assets. The AI can compile your code, read the errors, fix the C++, recompile, and verify the fix — all without you touching the editor.
Config (6 actions) — Full INI resolution chain awareness: Base, Platform, Project, User. Ask what any setting does, where it's overridden, what the effective value is, and how it differs from the engine default. Search across all config files at once. Perfect for performance tuning sessions where you want the AI to just sort out your INIs.
Source (11 actions) — Search over 1M+ Unreal Engine C++ symbols instantly. Read function implementations, get full class hierarchies, trace call graphs (callers and callees), verify include paths — all against a local index, fully offline. The native C++ indexer runs automatically on editor startup. No Python, no setup. Optionally index your project's own C++ source for the same coverage on your code. The AI never has to guess at a function signature again.
Project (7 actions) — SQLite FTS5 full-text search across every indexed asset in your project. Find assets by name, type, path, or content. Trace references between assets. Search gameplay tags. Get detailed asset metadata. The index updates live as assets change and covers marketplace/Fab plugin content too — 15 deep indexers registered including DataAsset subclasses.
Mesh (242 actions) — The biggest module by far. 197 core actions across 22 capability tiers, plus 45 procedural town generation actions (work-in-progress -- disabled by default, and unless you're willing to dig in and help improve it, best left alone for now). Mesh inspection and comparison. Full actor CRUD with scene manipulation. Physics-based spatial queries (raycasts, sweeps, overlaps) that work in-editor without PIE. Level blockout workflow with auto-matching and atomic replacement. GeometryScript mesh operations (boolean, simplify, remesh, LOD gen, UV projection). Horror spatial analysis — sightlines, hiding spots, ambush points, zone tension, pacing curves (WIP). Accessibility validation with A-F grading. Lighting analysis (WIP), audio/acoustics with Sabine RT60 and stealth maps (WIP), performance budgeting (WIP). Decal placement with storytelling presets. Level design tools for lights, volumes, sublevels, prefabs, HISM instancing. Tech art pipeline for mesh import, LOD gen, texel density, collision authoring. Context-aware prop scatter on any surface. Procedural geometry — parametric furniture (15 types), horror props (7 types), architectural structures, mazes, pipes, terrain. Genre preset system for any game type. Encounter design with patrol routes, safe room evaluation, and scare sequence generation. Full accessibility reporting.
GAS (130 actions) — Complete Gameplay Ability System integration. Create and manage Gameplay Abilities with activation policies, cooldowns, costs, and tags. Full AttributeSet CRUD — both C++ and Blueprint-based (via optional GBA plugin). Gameplay Effect authoring with modifiers, duration policies, stacking, period, and conditional application. Ability System Component (ASC) management — grant/revoke abilities, apply/remove effects, query active abilities and effects. Gameplay Tag utilities. Gameplay Cue management — create, trigger, inspect cues for audio/visual feedback. Target data generation and targeting tasks. Input binding for ability activation. Runtime inspection and debugging tools. Scaffolding actions that generate complete GAS setups from templates. Accessibility-focused infinite-duration GEs for reduced difficulty modes.
AI (229 actions) — The most comprehensive AI tooling available through any MCP server. Full lifecycle management for Behavior Trees, Blackboards, State Trees, Environment Query System (EQS), Smart Objects, AI Controllers, AI Perception, Navigation, and runtime debugging. Crown jewel actions: build_behavior_tree_from_spec and build_state_tree_from_spec — hand the AI a JSON description of your desired AI behavior and it builds the entire asset programmatically. Create BT nodes (tasks, decorators, services), wire them into trees, configure blackboard keys, set up EQS queries with generators and tests, define Smart Object slots with behavior configs, configure perception senses (sight, hearing, damage, touch), manage navigation filters and query filters, inspect and debug AI at runtime during PIE. Scaffolding actions generate complete AI setups from templates — patrol AI, combat AI, companion AI, and more. 229 actions across 15 categories. Conditional on State Tree and Smart Objects plugins (both ship with UE). Optional Mass Entity and Zone Graph integration for large-scale AI.
Logic Driver (66 actions) — Full integration with Logic Driver Pro, a marketplace state machine plugin. State machine CRUD — create, inspect, compile, delete. Graph read/write — add states, transitions, configure properties, set transition rules. Node configuration for state nodes, conduit nodes, and transition events. Runtime/PIE control — start, stop, query active states, trigger transitions. One-shot build_sm_from_spec builds complete state machines from a JSON specification. JSON spec import/export for templating and version control. Scaffolding actions generate common patterns (door controller, health system, AI patrol, dialogue system, elevator, puzzle, inventory). Component management — add/configure Logic Driver components on actors. Text graph visualization for debugging. Discovery actions list available node classes and templates. Reflection-only integration (no direct C++ API linkage) — works with any Logic Driver Pro version. Conditional on #if WITH_LOGICDRIVER — auto-detected at build time.
ComboGraph (13 actions) — Integration with the ComboGraph marketplace plugin for visual combo tree editing. Graph CRUD — create, inspect, validate combo graphs. Node and edge management — add combo nodes with montage animations, wire them with edges, configure effects and cues. GAS cross-integration — scaffold combo abilities that bridge ComboGraph with Gameplay Ability System. Reflection-only integration, conditional on #if WITH_COMBOGRAPH.
Features
Blueprint (88 actions) — Full CRUD, node graph manipulation, JSON-to-Blueprint building, auto-layout (Sugiyama), CDO property access, data tables, structs, enums, template system, Blueprint comparison. Works as a complete Blueprint co-pilot with any MCP client
Material authoring (57 actions) — Programmatic PBR graph building, custom HLSL, material functions, texture import, batch operations, preview rendering, compilation stats
Animation (115 actions) — Sequences, montages, blend spaces, Animation Blueprint graph writing (add states, transitions, rules, wire nodes), PoseSearch, Control Rig, Physics Assets, IK Rigs, Retargeters, skeleton management
Niagara VFX (96 actions) — System/emitter lifecycle, dynamic inputs, event handlers, sim stages, Parameter Collections, Effect Types, renderer presets, data interfaces, system diffing, batch execute
Mesh (242 actions) — 22 capability tiers: mesh inspection, scene manipulation, spatial queries, blockout-to-production, GeometryScript ops, horror spatial analysis (WIP), accessibility validation (A-F grading), lighting (WIP), audio/acoustics (WIP), performance budgeting (WIP), decals, level design, tech art pipeline, context-aware props, procedural geometry (furniture, horror props, structures, mazes, terrain), genre presets, encounter design, accessibility reports. +45 town gen actions (work-in-progress, disabled by default)
AI (229 actions) — Behavior Trees, Blackboards, State Trees, EQS, Smart Objects, AI Controllers, Perception, Navigation, runtime debugging, scaffolding. Crown jewels:
build_behavior_tree_from_specandbuild_state_tree_from_specGAS (130 actions) — Full Gameplay Ability System: abilities, AttributeSets (C++ and Blueprint via optional GBA), Gameplay Effects, ASC management, tags, cues, targeting, input binding, runtime inspection, scaffolding templates, accessibility-focused infinite-duration GEs
Logic Driver (66 actions) — Logic Driver Pro state machines: SM CRUD, graph read/write, node config, runtime/PIE,
build_sm_from_spec, JSON spec, scaffolding (door, health, AI patrol, dialogue, elevator, puzzle, inventory), component managementComboGraph (13 actions) — ComboGraph combo trees: graph CRUD, nodes, edges, effects, cues, GAS cross-integration, ability scaffolding
UI (42 actions) — Widget Blueprint CRUD, pre-built templates (HUDs, menus, settings, inventory, save slots), styling, animation, game system scaffolding (save/load, audio, input remapping), accessibility audit, colorblind modes, text scaling
Editor control (19 actions) — UBT builds, Live Coding, error diagnosis, log search, scene capture, texture import, crash context
Config intelligence (6 actions) — Full INI resolution chain, explain, diff, search across all config files
Project search (7 actions) — SQLite FTS5 across all indexed assets including marketplace/Fab content, reference tracing, 15 deep indexers
Engine source (11 actions) — Native C++ indexer over 1M+ symbols, call graphs, class hierarchy, offline — no Python required
Standalone C++ tools —
monolith_proxy.exe(MCP proxy) andmonolith_query.exe(offline DB queries) — zero Python, zero UE dependency, instant startupAuto-updater — Checks GitHub Releases on editor startup, downloads and stages updates, auto-swaps on exit
MCP auto-reconnect proxy — stdio-to-HTTP proxy keeps Claude Code sessions alive across editor restarts. Available as native exe (zero dependencies) or Python script (fallback)
Optional module system — Extend Monolith with new MCP namespaces for third-party plugins (GeometryScripting, BlueprintAssist, GBA, ComboGraph, Logic Driver) without breaking the build for users who don't own them
Claude Code skills — 14 domain-specific workflow guides bundled with the plugin
Pure C++ — Direct UE API access, embedded Streamable HTTP server, zero external dependencies
Installation
Prerequisites
Unreal Engine 5.7+ — Launcher or source build (unrealengine.com)
Platform: Windows only. Mac and Linux support is coming soon.
Claude Code, Cursor, or another MCP client — Any tool that supports the Model Context Protocol
(Optional) Python 3.8+ — Only needed to index your own project's C++ source via
Scripts/index_project.py. Engine source indexing is built-in and needs no Python. The MCP proxy and offline query tools are now standalone C++ executables — Python is no longer required for any core functionality.
Step 1: Drop Monolith into your project
Every Unreal project has a Plugins/ folder. If yours doesn't have one yet, create it next to your .uproject file:
YourProject/
YourProject.uproject
Content/
Source/
Plugins/ <-- here
Monolith/Option A: Git clone (recommended)
cd YourProject/Plugins
git clone https://github.com/tumourlove/monolith.git MonolithOption B: Download ZIP
Grab the latest release from GitHub Releases, extract it, and drop the folder at YourProject/Plugins/Monolith/. The release ZIP includes precompiled DLLs — Blueprint-only projects can open the editor immediately without rebuilding. C++ projects should rebuild first.
Option C: Let your AI do it
If you're already in a Claude Code, Cursor, or Cline session, just say:
"Install the Monolith plugin from https://github.com/tumourlove/monolith into my project's Plugins folder"
It'll clone the repo, create .mcp.json, and configure everything. After it's done, restart your AI session so it picks up the new .mcp.json, then skip to Step 3.
Step 2: Create .mcp.json
This file tells your AI client where to find Monolith's MCP server. Create it in your project root — same directory as your .uproject:
YourProject/
YourProject.uproject
.mcp.json <-- create this
Plugins/
Monolith/For Claude Code (recommended: auto-reconnect proxy)
Monolith ships with a stdio-to-HTTP proxy that keeps your MCP session alive when the Unreal Editor restarts. No manual reconnection needed. The proxy is available as a standalone C++ executable (zero dependencies) or a Python script (fallback).
Option A: Native C++ proxy (recommended — no Python required)
{
"mcpServers": {
"monolith": {
"command": "Plugins/Monolith/Binaries/monolith_proxy.exe",
"args": []
}
}
}Option B: Python proxy (fallback)
Requires Python 3.8+ (python.org).
{
"mcpServers": {
"monolith": {
"command": "Plugins/Monolith/Scripts/monolith_proxy.bat",
"args": []
}
}
}No proxy? Use direct HTTP instead — you'll just need to restart Claude Code each time the editor restarts:
{"mcpServers": {"monolith": {"type": "http", "url": "http://localhost:9316/mcp"}}}
For Cursor / Cline:
{
"mcpServers": {
"monolith": {
"type": "streamableHttp",
"url": "http://localhost:9316/mcp"
}
}
}Cursor and Cline handle server restarts natively — the proxy isn't needed.
Step 3: Open the editor
Open your .uproject as normal. On first launch:
Monolith auto-indexes your project (30-60 seconds depending on size — go get a coffee)
Open the Output Log (Window > Developer Tools > Output Log)
Filter for
LogMonolith— you'll see the server start up and the index complete
When you see Monolith MCP server listening on port 9316, you're in business.
Step 4: Connect your AI
Open Claude Code (or your MCP client) from your project directory — the one with
.mcp.jsonClaude Code auto-detects
.mcp.jsonon startup and connects to MonolithSanity check: ask "What Monolith tools do you have?"
You should get back a list of namespace tools (blueprint_query, material_query, etc.). If you do, everything's working.
Step 5: Add project instructions for your AI
Copy Templates/CLAUDE.md.example to your project root as CLAUDE.md (for Claude Code) or adapt it for your LLM of choice. It lists all 18 tools, their action counts, and workflow tips that help the AI use Monolith effectively.
cp Plugins/Monolith/Templates/CLAUDE.md.example CLAUDE.mdNot using Claude? The template is plain Markdown — the tool list and workflow section port directly to Cursor rules, Cline system prompts, or any LLM's instruction format. The content is what matters, not the filename.
Step 6: (Optional) Index your project's C++ source
Engine source indexing is automatic — source_query works immediately with no setup.
If you also want your AI to search your own project's C++ source (find callers, callees, and class hierarchies across your own code):
Install Python 3.10+
Run
python Plugins/Monolith/Scripts/index_project.pyfrom your project rootYour project source gets indexed into
EngineSource.dbalongside engine symbolsTo re-run the indexer without leaving the editor:
source_query("trigger_project_reindex")
Verify it's alive
With the editor running, hit this from any terminal:
curl -X POST http://localhost:9316/mcp \
-H "Content-Type: application/json" \
-d '{"jsonrpc":"2.0","id":1,"method":"tools/list"}'You'll get a JSON response listing all Monolith tools. If you get "connection refused", the editor isn't running or something went sideways — check the Output Log for LogMonolith errors.
(Optional) Install Claude Code skills
Monolith ships domain-specific workflow skills for Claude Code:
cp -r Plugins/Monolith/Skills/* ~/.claude/skills/Architecture
Monolith.uplugin
MonolithCore — HTTP server, tool registry, discovery, auto-updater (4 actions)
MonolithBlueprint — Blueprint read/write, variable/component/graph CRUD, node operations, compile, CDO reader (88 actions)
MonolithMaterial — Material inspection + graph editing + CRUD + material functions (57 actions)
MonolithAnimation — Animation sequences, montages, ABPs, PoseSearch, IKRig, Control Rig (115 actions)
MonolithNiagara — Niagara particle systems, dynamic inputs, event handlers, sim stages, NPC (96 actions)
MonolithMesh — Mesh inspection, scene manipulation, spatial queries, blockout, procedural geometry, horror/accessibility (242 actions)
MonolithAI — Behavior Trees, Blackboards, State Trees, EQS, Smart Objects, Controllers, Perception, Navigation (229 actions)
MonolithEditor — Build triggers, log capture, compile output, crash context (19 actions)
MonolithConfig — Config/INI resolution and search (6 actions)
MonolithIndex — SQLite FTS5 deep project indexer, marketplace content, 15 asset indexers (7 actions)
MonolithSource — Native C++ engine source indexer, call graphs, class hierarchy (11 actions)
MonolithUI — UI widget Blueprint CRUD, templates, styling, animation (42 actions)
MonolithGAS — Gameplay Ability System: abilities, effects, attributes, ASC, tags, cues, targeting (130 actions)
MonolithLogicDriver — Logic Driver Pro state machines: SM CRUD, graph read/write, JSON spec, scaffolding (66 actions)
MonolithComboGraph — ComboGraph combo trees: graph CRUD, nodes, edges, effects, cues (13 actions)
MonolithBABridge — Blueprint Assist integration bridge (0 MCP actions — IModularFeatures only)
Standalone Tools (in Binaries/)
monolith_proxy.exe — MCP stdio-to-HTTP proxy (473KB, WinHTTP + nlohmann/json, zero UE dependency)
monolith_query.exe — Offline DB query tool (1.8MB, sqlite3 amalgamation, zero UE dependency)1125 actions total across 15 modules, exposed through 18 MCP tools.
Tool Reference
Namespace | Tool | Actions | Description |
|
| — | List available actions per namespace |
|
| — | Server health, version, index status |
|
| — | Trigger full project re-index |
|
| — | Check or install updates |
|
| 88 | Full Blueprint CRUD — read/write graphs, variables, components, functions, nodes, compile, CDO properties, auto-layout |
|
| 57 | Inspection, editing, graph building, material functions, previews, validation, CRUD |
|
| 115 | Montages, blend spaces, ABPs, skeletons, bone tracks, PoseSearch, IKRig, Control Rig |
|
| 96 | Systems, emitters, modules, parameters, renderers, HLSL, dynamic inputs, event handlers, sim stages, NPC, effect types |
|
| 242 | Mesh inspection, scene manipulation, spatial queries, blockout, GeometryScript, horror analysis, lighting, audio, performance, procedural geometry, encounter design |
|
| 229 | BT, BB, State Trees, EQS, Smart Objects, Controllers, Perception, Navigation, runtime debugging, scaffolding |
|
| 130 | Gameplay Ability System — abilities, effects, attributes, ASC, tags, cues, targeting, input, inspect, scaffold |
|
| 66 | Logic Driver Pro state machines — SM CRUD, graph read/write, JSON spec, scaffolding, components |
|
| 13 | ComboGraph combo trees — graph CRUD, nodes, edges, effects, cues, ability scaffolding |
|
| 42 | UI widget Blueprint CRUD, templates, styling, animation, settings scaffolding, accessibility |
|
| 19 | Build triggers, error logs, compile output, crash context, scene capture, texture import |
|
| 6 | INI resolution, explain, diff, search |
|
| 7 | Deep project search — FTS5 across all indexed assets including marketplace plugins |
|
| 11 | Native C++ engine source lookup, call graphs, class hierarchy, project reindex |
Standalone Tools
Monolith ships two standalone C++ executables that work without the Unreal Editor, without Python, and without any external dependencies. Both are in Binaries/ and included in every release.
monolith_proxy.exe — MCP Proxy (473KB)
A stdio-to-HTTP proxy that keeps Claude Code MCP sessions alive across editor restarts. Full feature parity with the Python monolith_proxy.py:
JSON-RPC message handling with editor query splitting
Background health poll with
notifications/tools/list_changedTool deduplication and action allowlist/denylist
Built with WinHTTP + nlohmann/json, zero UE dependency
Usage: Set as the MCP command in .mcp.json:
{
"mcpServers": {
"monolith": {
"command": "Plugins/Monolith/Binaries/monolith_proxy.exe",
"args": []
}
}
}Migrating from Python proxy: Replace {"command": "python", "args": ["Plugins/Monolith/Scripts/monolith_proxy.py"]} with the config above. The Python scripts remain as deprecated fallbacks.
Source: Tools/MonolithProxy/monolith_proxy.cpp (775 lines)
monolith_query.exe — Offline Query Tool (1.8MB)
A standalone database query tool that replaces both monolith_offline.py and the old MonolithQueryCommandlet. Instant startup (no 6+ second UE engine load), queries EngineSource.db and ProjectIndex.db directly.
14 actions: 9 source (search_source, read_source, find_callers, find_callees, find_references, get_class_hierarchy, get_module_info, get_symbol_context, read_file) + 5 project (search, find_by_type, find_references, get_stats, get_asset_details)
Usage:
# Engine source queries
Plugins/Monolith/Binaries/monolith_query.exe source search_source FCharacterMovementComponent --limit=5
Plugins/Monolith/Binaries/monolith_query.exe source read_source ACharacter --max-lines=50
Plugins/Monolith/Binaries/monolith_query.exe source get_class_hierarchy ACharacter --depth=3 --direction=down
# Project asset queries (JSON output)
Plugins/Monolith/Binaries/monolith_query.exe project search damage --limit=10
Plugins/Monolith/Binaries/monolith_query.exe project find_by_type Blueprint --limit=20
Plugins/Monolith/Binaries/monolith_query.exe project get_statsAuto-detects database paths relative to exe location. No configuration needed.
Source: Tools/MonolithQuery/monolith_query.cpp (1080 lines)
Building from Source
Both tools use standard C/C++ with no UE dependency:
# Proxy (requires WinHTTP, nlohmann/json header-only)
cl /O2 /EHsc /std:c++17 Tools/MonolithProxy/monolith_proxy.cpp /Fe:Binaries/monolith_proxy.exe winhttp.lib
# Query tool (sqlite3 amalgamation bundled)
cl /O2 /EHsc /std:c++17 Tools/MonolithQuery/monolith_query.cpp /Fe:Binaries/monolith_query.exePrecompiled binaries are included in every release — building from source is only needed if you want to modify the tools.
Auto-Updater
Monolith checks for new versions on editor startup so you don't have to babysit GitHub.
On editor startup — Checks GitHub Releases for a newer version
Downloads and stages — If an update is found, it downloads and stages the new version
Auto-swaps on exit — The plugin is replaced when you close the editor
Manual check —
monolith_updatetool to check anytimeDisable — Toggle off in Editor Preferences > Plugins > Monolith
Troubleshooting
Problem | Solution |
Plugin doesn't appear in editor | Verify the folder is at |
MCP connection refused | Make sure the editor is open and running. Check Output Log for port conflicts. Verify |
Index shows 0 assets | Run |
Source tools return empty results | Run |
Claude can't find any tools | Check |
Tools fail on first try | Restart Claude Code to refresh the MCP connection. Known quirk with initial connection timing. |
Port 9316 already in use | Change the port in Editor Preferences > Plugins > Monolith, then update |
Proxy says "Python 3 not found" | Switch to the C++ proxy ( |
monolith_query.exe returns no results | The exe looks for databases relative to its own location. Make sure |
Mac/Linux not working | Windows only for now. Mac and Linux are planned. |
Configuration
Settings live at Editor Preferences > Plugins > Monolith:
Setting | Default | Description |
MCP Server Port |
| Port for the embedded HTTP server |
Auto-Update |
| Check GitHub Releases on editor startup |
Module Toggles | All enabled | Enable/disable individual domain modules |
Database Path | Project-local | Override SQLite database storage location |
Index Marketplace Plugins |
| Index content from installed marketplace/Fab plugins |
Index Data Assets |
| Deep-index DataAsset subclasses (15 indexers) |
Additional Content Paths |
| Extra content paths to include in the project index |
Enable Procedural Town Gen |
| Work-in-progress — 45 additional mesh actions for procedural building/town generation. Very much a WIP; unless you're willing to dig in and help improve it, best left alone for now |
Enable GAS |
| Gameplay Ability System integration (130 actions, requires GameplayAbilities plugin) |
Enable Logic Driver |
| Logic Driver Pro state machine integration (66 actions, requires Logic Driver Pro marketplace plugin) |
Enable ComboGraph |
| ComboGraph combo tree integration (13 actions, requires ComboGraph marketplace plugin) |
Enable Blueprint Assist |
| Blueprint Assist integration for enhanced auto_layout (requires BA marketplace plugin) |
Skills
Monolith bundles 14 Claude Code skills in Skills/ — domain-specific workflow guides that give your AI the right mental model for each area:
Skill | Description |
| Full Blueprint CRUD — read, create, edit variables/components/functions/nodes, compile |
| PBR setup, graph building, validation |
| Montages, ABP state machines, blend spaces |
| Particle system creation, HLSL modules, scalability |
| Mesh inspection, spatial queries, blockout, procedural geometry, horror/accessibility |
| Widget Blueprint CRUD, templates, styling, accessibility |
| Gameplay Ability System — abilities, effects, attributes, ASC, tags, cues |
| Logic Driver Pro state machines — SM CRUD, graph editing, JSON spec, scaffolding |
| ComboGraph combo trees — graph CRUD, nodes, edges, effects, ability scaffolding |
| Build errors, log search, crash context |
| Config auditing, shader stats, INI tuning |
| FTS5 search syntax, reference tracing |
| API lookup, include paths, Build.cs gotchas |
| Smart build decision-making, Live Coding vs full rebuild |
Documentation
API_REFERENCE.md — Full action reference with parameters
SPEC.md — Technical specification and design decisions
CONTRIBUTING.md — Dev setup, coding conventions, PR process
CHANGELOG.md — Version history and release notes
Wiki — Installation guides, test status, FAQ
Contributing
Contributions are welcome. See CONTRIBUTING.md for dev environment setup, coding conventions, how to add new actions, and the PR process.
License
MIT — See ATTRIBUTION.md for credits.
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