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# UE Wingman
UE Wingman is a tool that allows an AI to control the unreal
editor. When you're using it, it feels like the AI is right
there looking at the editor with you. You'll be able to
watch as it creates graph nodes and wires them together,
you'll see it add components to your blueprints, you'll see
it design widget hierarchies for you, and you'll see it write
shaders for your materials.
The tool is not complete, not by a long shot. There are
tons of Unreal Editor functions that the AI just can't
access yet. Even so, I think it's useful: it has pretty
comprehensive support to allow the AI agent to help create
blueprints, widget blueprints, and materials.
## How Does it Work?
This tool adds a command line interpreter plugin to the Unreal
Editor. You can type commands, and the plugin in the editor
will execute them.
```
$ ue-wingman Graph_Dump /Game/Testing/BP_Test,graph:EventGraph
node K2Node_Event_0: Event BeginPlay
output-pins OutputDelegate
node K2Node_Event_2: Event Tick
output-pins OutputDelegate, DeltaSeconds
```
The ue-wingman command has tons of subcommands: Graph_Dump,
GraphNode_Add, GraphPin_Connect, BlueprintComponent_Add,
Widget_Add, and so forth. Using these commands, it's
possible to examine and modify blueprints, widgets, and
materials.
But, of course, these commands aren't really intended for humans.
They're intended for an AI agent.
## Why Choose this Particular Unreal AI Plugin?
There are a *lot* of Unreal Engine AI plugins out there. Some of
them are, shall we say, not carefully engineered. I'm a
reasonably skilled software engineer and I've designed
this plugin to be robust and capable of sustained development.
This plugin is also designed to be as broadly general as
possible. I've seen plugins that claim "can create 22 different
kinds of graph nodes!" This makes me ask: why not just
provide the *entire catalog* of all possible graph nodes?
I've seen plugins claim "you can edit 15 different material
expression properties!" Why not provide access to *all*
editable material expression properties? I've tried to make
every tool in this plugin as capable as possible, with as few
limits as possible.
Some of the MCPs out there expose the entire Unreal API to
the AI agent. That is not entirely safe. AI agents will
very often carelessly call API functions they shouldn't,
crashing your editor or corrupting your assets. All the
commands supported by this MCP are error-checked. It is
intended that they won't let the AI do something that would
crash your editor.
This MCP is very extensible. Adding a new command requires
a relatively small amount of code. I'm hoping some others
in the community will eventually start contributing new
commands.
## Installation
There are two parts to UE Wingman:
* The Unreal Plugin, which does 99% of the work.
* The python program "ue-wingman.py"
The python program is actually less than 100 lines of code:
all it does is package up its command line arguments, send
them to the plugin, and let the plugin do the work. Then it
prints the output.
If you build Unreal from source, the best way to install the
plugin is to drop the entire UEWingman source folder into
your Plugins folder. Then do a build. Restart the editor, and
go into your plugins configuration. Enable the UE Wingman
plugin. You're done.
If you don't build from source, then unfortunately, you're
out of luck. Precompiled plugins must be built for every
different OS, for every different engine version. I just
don't have the means to do that right now.
After installing the plugin, you need to install the two
python programs. They are both short and simple: all they
do is establish a network connection to the plugin, and then
send the command you typed. They require python 3.6 or later,
and no other dependencies.
To install the human version, ue-wingman.py, just drop it into
a folder on your PATH.
## The "User Manual"
You might be interested in seeing the "user manual" for the
plugin. To get that, you type this:
```
$ ue-wingman.py Documentation_Manual
```
Of course, you're not the intended user: your AI agent is.
You should put a note into your agent's system prompt to
let it know about the ue-wingman.py command, and to let
it know that it can type ue-wingman.py Documentation_Manual.
This in turn will tell your agent about this command:
```
$ ue-wingman.py Documentation_Commands
```
Using these commands, you can learn more about what this
plugin can do.
## Fun things to Try
I really started enjoying this plugin when I asked my agent
to make me a "cool looking material, something psychedelic
and weird." It made a neat kaleidoscope thing. I then
asked it to make me an animated rendering of the mandelbrot
set. It's fun to watch it do things like that.
## History and Credits
When I myself needed an MCP for unreal development, I did a
survey of the plugins out there. I ended up choosing a
plugin called "Blueprint MCP" by David Gundry:
<https://github.com/mirno-ehf/ue5-mcp>
It was not bad, but it had some limitations, and I started
doing work to improve it. Incrementally, I ended rewriting
pretty much the whole thing. So this whole project is actually
a fork of Blueprint MCP. There's very little of the original
code remaining. However, you will find snippets here and there.
Even though I ended up rewriting most of the code, it really
was useful to have a functioning starting point. It meant I
could improve one thing at a time, without having to try to
get everything working all at once. So I'm quite grateful
to David Gundry and his work.
## Software License
UE Wingman is licensed under the MIT license, a copy of which
is enclosed. Its predecessor (of which it is a fork) was also
under the MIT license, so everything works out.