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MCP server · Gaming

Blueprint Extractor

MCP server for the Unreal Engine BlueprintExtractor plugin over Remote Control

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Scored 6 months ago · breakdown

About Blueprint Extractor

Blueprint Extractor is an MCP server in the Gaming category: mCP server for the Unreal Engine BlueprintExtractor plugin over Remote Control.

Install

Claude Code
claude mcp add blueprint-extractor -- npx -y blueprint-extractor-mcp
npx
npx -y blueprint-extractor-mcp

This server has no ConduID identity, so agent calls to it are not receipted. Pin the version you install and review the source before granting it credentials.

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README

Blueprint Extractor

Unreal Engine plugin + MCP server for assistants that need to read, build, modify, verify, and save real UE assets instead of guessing.

npm version CI Node.js UE 5.x

Blueprint Extractor connects Unreal projects to MCP clients such as Claude Code, Codex, and OpenCode. It exposes a strict machine-friendly contract for extraction, authoring, visual verification, imports, project automation, and code sync, using a running editor when one is available and a commandlet lane for compatible tools when it is not.

Current surface

Capability Current contract
Tools 112
Resources 38
Resource templates 4
Prompts 12
Transport MCP over stdio + Unreal Remote Control over HTTP
Save model Explicit save via save_assets

See docs/CURRENT_STATUS.md for the current validation snapshot, the normative doc set, and the active one-shot ledger.

Why This Exists

Most assistants can describe Unreal work. Blueprint Extractor lets them do it.

  • Extract assets into structured JSON that models can inspect safely.
  • Create and patch UE assets without relying on brittle editor-click instructions.
  • Run project automation flows like compile, live coding, restart, and sync.
  • Capture widget previews, compare references, and verify motion checkpoints.
  • Keep writes explicit: mutate first, save when you decide.

Supported families include Blueprint, WidgetBlueprint, StateTree, BehaviorTree, Blackboard, DataAsset, DataTable, Curve, CurveTable, Material, Material Function-family assets, MaterialInstance, AnimSequence, AnimMontage, BlendSpace, InputAction, and InputMappingContext.

What You Can Do

Workflow Typical tools
Find and inspect assets search_assets, find_and_extract, extract_asset, extract_blueprint, extract_material
Review Blueprint logic activate_workflow_scope, review_blueprint
Snapshot editor state activate_workflow_scope, get_editor_context
Search project context activate_workflow_scope, refresh_project_index, search_project_context, get_project_index_status
Audit asset hygiene activate_workflow_scope, audit_project_assets
Build gameplay or UI assets create_*, modify_*, patch_widget, batch_widget_operations, modify_blueprint_members
Work on materials create_material, modify_material, material_graph_operation, modify_material_instance
Author data and AI assets create_data_table, modify_curve, create_state_tree, modify_behavior_tree, modify_blackboard
Import external content import_assets, get_import_job, list_import_jobs
Verify visuals and motion capture_widget_preview, capture_editor_screenshot, capture_runtime_screenshot, compare_capture_to_reference, capture_widget_motion_checkpoints, compare_motion_capture_bundle
Inspect editor diagnostics read_output_log, list_message_log_listings, read_message_log
Drive the project lifecycle compile_project_code, trigger_live_coding, restart_editor, sync_project_code, run_automation_tests, start_pie, stop_pie, relaunch_pie

Quick Start

1. Install the Unreal plugin

Copy BlueprintExtractor/ into your project's Plugins/ directory, rebuild, then enable:

  • EnhancedInput
  • PropertyBindingUtils
  • StateTree
  • Web Remote Control

2. Register the MCP server

Use the included install scripts:

# Claude Code
./install-mcp.sh
.\install-mcp.ps1

# Codex
./install-codex-mcp.sh
.\install-codex-mcp.ps1

# OpenCode
./install-opencode-mcp.sh
.\install-opencode-mcp.ps1

Manual registration is also supported:

# Claude Code
claude mcp add -s user -t stdio blueprint-extractor -e UE_REMOTE_CONTROL_PORT=30010 -- npx -y blueprint-extractor-mcp@latest
claude mcp add -s user -t stdio blueprint-extractor -e UE_REMOTE_CONTROL_PORT=30010 -- cmd /c npx -y blueprint-extractor-mcp@latest

# Codex
codex mcp add --env UE_REMOTE_CONTROL_PORT=30010 blueprint-extractor -- npx -y blueprint-extractor-mcp@latest
codex mcp add --env UE_REMOTE_CONTROL_PORT=30010 blueprint-extractor -- cmd /c npx -y blueprint-extractor-mcp@latest
# OpenCode
npm install --prefix ~/.config/opencode --save-exact blueprint-extractor-mcp@latest
// OpenCode global config (~/.config/opencode/opencode.json)
{
  "$schema": "https://opencode.ai/config.json",
  "mcp": {
    "blueprint-extractor": {
      "type": "local",
      "command": ["/absolute/path/to/.config/opencode/node_modules/.bin/blueprint-extractor-mcp"],
      "enabled": true,
      "environment": {
        "UE_REMOTE_CONTROL_PORT": "30010"
      }
    }
  }
}

On Windows, point command at C:\\Users\\you\\.config\\opencode\\node_modules\\.bin\\blueprint-extractor-mcp.cmd.

3. Verify the connection

Open a new MCP-enabled assistant session and ask for:

  • search_assets on a known Blueprint
  • get_tool_help for a tool you plan to use
  • activate_workflow_scope with widget_verification or verification, then capture_widget_preview on a fixture widget if you want to confirm verification works end-to-end

What The Contract Feels Like

Blueprint Extractor is built around a few durable rules:

  • Public inputs use snake_case.
  • Tool results publish outputSchema.
  • Success and failure responses come back as structured envelopes.
  • Write tools mutate assets but do not silently save them.
  • Static guidance lives in MCP resources and prompts, not buried in prose.

Key references:

Workflow-Scoped Tool Surface

The server exposes a compact default tool profile and a full expert profile via activate_tool_profile. The default profile uses a retrieval-first core and expands into specialized families only when needed through activate_workflow_scope.

Scope Focus
Core search_assets, find_and_extract, extract_blueprint, extract_asset, check_asset_exists, save_assets, get_tool_help, and the profile/scope switches
widget_authoring Recipe-first widget tree edits, widget class defaults, CommonUI, compile flows
material_authoring create_material_setup, graph operations, modify_material, instances, refresh
blueprint_authoring scaffold_blueprint, member edits, graph DSL edits
schema_ai_authoring Structs, enums, blackboards, behavior trees, state trees
animation_authoring Anim sequences, montages, blend spaces, widget motion
data_tables Data assets, tables, curves, input actions, mapping contexts
import Import jobs and import status
project_control Editor-session binding, launch/wait, project automation context, Output Log and Message Log inspection, PIE lifecycle control, and code-sync flows
automation_testing Host-side automation runs and automation result polling
analysis Blueprint review and project asset audits
project_intelligence Editor context, project indexing, ranked snippet search
verification Widget captures, editor/runtime screenshots, comparisons, list/cleanup, and motion verification

For dual-mode tools, the executor uses a running editor when one is actually reachable; otherwise it falls back to commandlet execution. save_assets stays biased toward the running editor and can reroute there when commandlet-side file locks block persistence.

Resources And Prompts

The server is more than a tool list. It also publishes reusable guidance and structured examples.

Resources

  • blueprint://scopes
  • blueprint://verification-workflows
  • blueprint://project-automation
  • blueprint://analysis-workflows
  • blueprint://project-intelligence-workflows
  • blueprint://material-graph-guidance
  • blueprint://font-roles

Resource templates

  • blueprint://examples/{family}
  • blueprint://widget-patterns/{pattern}
  • blueprint://captures/{capture_id}
  • blueprint://test-runs/{run_id}/{artifact}

Prompts

  • normalize_ui_design_input
  • design_menu_from_design_spec
  • author_widget_motion_from_design_spec
  • plan_widget_motion_verification
  • design_menu_screen
  • author_material_button_style
  • wire_hud_widget_classes
  • debug_widget_compile_errors
  • understand_blueprint_project
  • review_blueprint_asset
  • snapshot_editor_context
  • audit_blueprint_project

Requirements

Requirement Notes
Unreal Engine Tested on 5.6 and 5.7
Node.js 18+
Unreal plugins EnhancedInput, PropertyBindingUtils, StateTree, Web Remote Control
Runtime Editor-only; not intended for packaged builds

Environment variables used most often:

Variable Default Purpose
UE_REMOTE_CONTROL_HOST 127.0.0.1 Editor host
UE_REMOTE_CONTROL_PORT 30010 Remote Control HTTP port
UE_BLUEPRINT_EXTRACTOR_SUBSYSTEM_PATH auto-probe Explicit subsystem object path override
UE_ENGINE_ROOT unset Engine root for builds and automation
UE_PROJECT_PATH unset .uproject path
UE_PROJECT_TARGET / UE_EDITOR_TARGET unset Build target

Development

MCP server

cd MCP
npm install
npm run build
npm test

Unreal automation tests

The repository includes a fixture project at tests/fixtures/BlueprintExtractorFixture/BPXFixture.uproject.

.\scripts\test-ue.ps1 -EngineRoot "C:\Program Files\Epic Games\UE_5.6"
./scripts/test-ue.sh --engine-root "/path/to/UE_5.6"

Default runs use the broader BlueprintExtractor filter with -NullRHI for logic and contract coverage. Use -NoNullRHI for rendered verification lanes such as widget capture, CommonUI style capture, editor screenshots, and automation-backed runtime screenshots. On software-rendered environments, scripts/test-ue.ps1 also supports -AllowSoftwareRendering.

Live MCP smoke tests

cd MCP
BLUEPRINT_EXTRACTOR_LIVE_E2E=1 npm run test:live

Repository Layout

BlueprintExtractor/   Unreal plugin source
MCP/                  MCP server package published as blueprint-extractor-mcp
docs/                 Contract and workflow documentation
scripts/              Cross-platform helper scripts
tests/                Fixture UE project and automation helpers

Contributing

Before opening a PR:

  • run npm test in MCP/
  • run the Unreal automation test script if you changed plugin behavior
  • keep tool contracts, docs, and tests aligned in the same change

Package README

If you only need the npm package view, see MCP/README.md.

README copy captured when this server was indexed; it may lag the repository. The original is authoritative.

Questions

About Blueprint Extractor

How do I install Blueprint Extractor?

Run claude mcp add blueprint-extractor -- npx -y blueprint-extractor-mcp, then add the server to your MCP client's configuration.

Is Blueprint Extractor safe to use with an AI agent?

Its trust score is 37 out of 100 (low). It passes 1 of the 1 static security checks run so far. It has no ConduID identity yet, so agent calls to it are not receipted.

Is Blueprint Extractor still maintained?

Conduid hasn't recorded a commit date for this repository yet. Check the repository directly for recent activity.