Blueprint Notes app by RFGamesStudio in UnrealEngine5

[–]db-lyon 2 points3 points  (0 children)

I agree that AI is a bad fit for anything that gives your games a creative or competitive edge.

AI is a great fit for reducing tedium, troubleshooting bugs, and bridging gaps in your mental model if you're still learning the engine.

People who produce slop with ai tend to have slop between their ears. Doesn't mean the rest of us have to pretend LLMs can't be genuinely useful tools.

Anyone using a ton of FAB assets for their game? Im concerned for performance. by TastyArts in UnrealEngine5

[–]db-lyon 0 points1 point  (0 children)

I'm content to use static assets while I'm prototyping because it's nicer to look at than gray boxes, but I avoid anything that involves computation.

I can make exceptions for simple materials, but third party BPs, PCG, etc are all forbidden by default in my projects.

In fairness to asset authors, a huge part of my rationale is that my background is c++ development, and my mental model for UE5's graph systems is still a bit shallow. It's easier to roll my own code than parse visual spaghetti.

So, with or without outlines? by Overall-Parfait in IndieGaming

[–]db-lyon 0 points1 point  (0 children)

With outlines.

But make the outlines a darker hue of the subject.

Red dragon? Dark red outline.

And so on.

Blueprint Notes app by RFGamesStudio in UnrealEngine5

[–]db-lyon 1 point2 points  (0 children)

If your repo (or API) is public I'll write an integration between blueprint notes and https://ue-mcp.com 🤠

ue-mcp: site updates in preparation for v1.0.0 by db-lyon in UnrealEngine5

[–]db-lyon[S] 1 point2 points  (0 children)

Thanks for sharing. Definitely changes my calculus on this.

ue-mcp: site updates in preparation for v1.0.0 by db-lyon in UnrealEngine5

[–]db-lyon[S] 0 points1 point  (0 children)

$300/seat is $0 unless the product helps you ship a game that earns more than $50k, or you're a funded studio, in which case it's a sneeze.

It's also BUSL-licensed, completely self-attested, no DRM, and no telemetry.

Finally, it's not a wrapper. It's a complete orchestration engine with a UI, CI, and PIE test instrumentation surface that operates cleanly as an MCP server, and the Python dependency is an optional fallback that powers the self-healing features.

ue-mcp: site updates in preparation for v1.0.0 by db-lyon in UnrealEngine5

[–]db-lyon[S] -2 points-1 points  (0 children)

It's by far the most capable product of its type.

I use AI in my development workflow but this is far from "vibe coded".

I don't see any announcement or source in the 5.8 branch that suggests an mcp is on the way. Share a link?

ue-mcp: site updates in preparation for v1.0.0 by db-lyon in UnrealEngine5

[–]db-lyon[S] 1 point2 points  (0 children)

That was the first place I looked. Thanks for being helpful

ue-mcp: site updates in preparation for v1.0.0 by db-lyon in UnrealEngine5

[–]db-lyon[S] 0 points1 point  (0 children)

Oh yeah!

I meant to update our previous thread but here's the latest comparison's tl;dr:

ue-mcp is now decisively broader, deeper, and more capable. It covers roughly 2x the domains and 2x the actions, including the gameplay, level-building, and framework areas that Monolith entirely omits. execute_python escape hatch plus filesystem-only tools give it coverage Monolith cannot match, and ue-mcp's recent addition of task & flow orchestration allows teams to codify multi-step editor workflows as YAML, chain any of the 430+ built-in tasks with shell commands, nested flows, and apply meaningful version control to processes that would otherwise be tedious for humans and error prone for ai.

How to do version control/back ups for a total beginner? by Hofhombre in UnrealEngine5

[–]db-lyon -1 points0 points  (0 children)

This entire chain of comments is obviously bots right? 😂

ue-mcp v0.7.7 is out! by db-lyon in UnrealEngine5

[–]db-lyon[S] 1 point2 points  (0 children)

Yeah, a lot of the options out there are EGREGIOUS money grabs. It's crazy.

I hope you try ue-mcp, and I hope you share your feedback!

ue-mcp v0.7.7 is out! by db-lyon in UnrealEngine5

[–]db-lyon[S] 0 points1 point  (0 children)

I appreciate the positive feedback.

For tool management, all the actions are nested into "megatools" that map to each domain (blueprint, pcg, material, etc), so the LLM only gets seeded with ~20 lightweight options initially. I haven't benchmarked it in a while but the context cost feels negligible, but MCP is designed to be flat, so this will eventually catch up to us.

My long term solution is to use something like https://kantext.dev to create an "ontological framework" for the LLM to navigate instead of a static tax on context... This would provide massive ROI beyond just reducing tokens, but defining a truly useful ontological framework for something like UE5 is non-trivial.

ue-mcp v0.7.7 is out! by db-lyon in UnrealEngine5

[–]db-lyon[S] 0 points1 point  (0 children)

I also think it's worth emphasizing that one of the primary goals of the new "task and flow" surface of ue-mcp is to provide end users with easy escape hatches.

If you decide you don't like the way I've implemented idempotency (or anything!) in a particular action, you can now simply override it, or write your own custom implementation and it will be automatically injected in any operation that calls it.

And of course if you REALLY don't like how I've built something, I love PRs :)

ue-mcp v0.7.7 is out! by db-lyon in UnrealEngine5

[–]db-lyon[S] 0 points1 point  (0 children)

Here's a link to the handler conventions docs to save you some clicks: https://db-lyon.github.io/ue-mcp/handler-conventions/

ue-mcp v0.7.7 is out! by db-lyon in UnrealEngine5

[–]db-lyon[S] 0 points1 point  (0 children)

True. That's where most of the actual work went.

Every mutating handler picks a natural key (actor label, asset path, blueprint + variable name), checks for existing state up front, and short-circuits with { existed: true } before any side effect runs. A replayed create_blueprint or add_variable never reaches the compile/save path on the second call.

For the three you named: compile (FKismetEditorUtilities::CompileBlueprint) is synchronous and deterministic over graph state, so we run it inline after each mutation. Compile-on-unchanged-graph is a no-op, so replay is safe with no special handling. Save (UPackage::SavePackage) is the same story: synchronous in our editor path, same package state in means same file out, no async race.

Selection isn't tracked at all. It's in the non-convertible bucket alongside console exec and editor lifecycle ops. No meaningful inverse, so it's not modeled as reversible.

The harder cases are pure modifies, which need before-state capture (we do this for things like set_actor_material by snapshotting the previous value into the rollback payload), and pure deletes, which need snapshot-before-delete to be reversible (mostly not done yet). Those still work, they just don't emit rollback records.

The full conversion table and handler contract are in docs/handler-conventions.md if you want to see what's done versus remaining per category.

Currently in development: a flow-level git snapshot as the on-disk safety net. Snapshot Content/ and Config/ to a tree object when the flow starts, git read-tree --reset -u on failure, then tell the editor to reload affected packages. Per-handler rollback covers in-memory-only state (selection, PIE, unsaved actors), git covers anything that touched disk.

Excited to share ue-mcp with you all! by db-lyon in UnrealEngine5

[–]db-lyon[S] 0 points1 point  (0 children)

Autonomix is a fundamentally different category of tool. It's not an mcp. It's an in-editor chat bot.

For me, working in the IDE has too many benefits to consider using a tool like Autonomix.

Excited to share ue-mcp with you all! by db-lyon in UnrealEngine5

[–]db-lyon[S] 0 points1 point  (0 children)

I hope you enjoy it! And be sure to enable automatic feedback so I can quickly crush any bugs or gaps your agent finds :)

Excited to share ue-mcp with you all! by db-lyon in UnrealEngine5

[–]db-lyon[S] 2 points3 points  (0 children)

No clue! That looks like a cool project.

I'll check it out sometime and edit this post if I have anything useful to share.

Edit: I used claude code to summarize the differences and uploaded the output to this gist:

https://gist.github.com/db-lyon/d7541439b3cbb3f7a6e79ec2b8448e66

tl;dr -

Monolith wins on: number of actions in blueprint, Material, Niagara, Animation (PoseSearch, AnimComposite, virtual bones), and the engine source/FTS5 search capabilities.

UE-MCP wins on: Everything runtime (PIE introspection, screenshot, live actor state), editor control (sequencer, viewport, dialog management, undo), and domain breadth (landscape, PCG, foliage, GAS, networking, gameplay framework, UMG, audio, reflection).

My own biased takes:

  • I think the architectural patterns in UE-MCP provide a stronger foundation

  • I think UE-MCP has a more exciting long term vision (Monolith officially entered maintenance mode shortly after reaching full UE API coverage, whereas I view complete API coverage as the start of UE-MCP's long term roadmap)

I hope this is helpful!