Monolith
RLM for coding agent
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Monolith
One plugin. Every Unreal domain. Zero Python bridges.
What is Monolith?
Monolith is an Unreal Engine editor plugin that gives AI assistants 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, project configuration, and more.
It works with Claude Code, Cursor, or any MCP-compatible client. If your AI tool speaks MCP, it can drive 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 with tool descriptions. Monolith uses a namespace dispatch pattern instead: each domain exposes a single {namespace}.query(action, params) tool, and a central monolith.discover() call lists what's available. This keeps the tool list small (around a dozen entries) while still exposing over a hundred actions across nine domains.
Features
- Full Blueprint inspection β Graph topology, variables, execution flow, node search
- Material graph editing β Read, build, and validate material graphs with preview support
- Animation coverage β Montages, blend spaces, ABP state machines, skeletons, bone tracks
- Niagara particle systems β Create and edit systems, emitters, modules, parameters, renderers, and HLSL
- Editor integration β Build triggers, log capture, compile output, crash context, Live Coding support
- Config management β INI resolution, diff, search, and explain
- Deep project search β SQLite FTS5 full-text search across all indexed assets
- Engine source intelligence β Tree-sitter C++ parsing of the UE source tree with call graphs and class hierarchy
- Auto-updater β Checks GitHub Releases on editor startup, one-click update
- Claude Code skills β Domain-specific workflow guides bundled with the plugin
- Pure C++ β Direct UE API access, embedded Streamable HTTP server
Installation for Dummies (Step-by-Step)
Prerequisites
- Unreal Engine 5.7+ β Launcher or source build (unrealengine.com)
Platform: Windows only. Mac and Linux support is coming soon.
- Claude Code, Cursor, or another MCP client β Any tool that supports the Model Context Protocol
- (Optional) Python 3.10+ β Only needed if you want engine source code lookups
Step 1: Download Monolith
Every Unreal project has a Plugins/ folder. If yours doesn't exist yet, create it. It lives at the same level as 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 Monolith
Option B: Download ZIP
Download the latest release from GitHub Releases, extract it, and place the folder at YourProject/Plugins/Monolith/. The release ZIP includes precompiled DLLs β Blueprint-only projects can launch the editor immediately without rebuilding. C++ projects should rebuild first.
Option C: Let your AI install it
If you're already in a Claude Code, Cursor, or Cline session, just tell your AI:
"Install the Monolith plugin from https://github.com/tumourlove/monolith into my project's Plugins folder"
The AI will clone the repo, create .mcp.json, and configure everything for you. It can also detect your MCP client and use the correct transport type automatically. After it finishes, restart your AI session so it picks up the new MCP server from .mcp.json, then skip to Step 3.
Step 2: Configure the MCP Connection
Create a file called .mcp.json in your project root β the same directory as your .uproject file:
YourProject/
YourProject.uproject
.mcp.json <-- create this file
Plugins/
Monolith/
Paste this exact content into .mcp.json:
For Cursor / Cline:
{
"mcpServers": {
"monolith": {
"type": "streamableHttp",
"url": "http://localhost:9316/mcp"
}
}
}
For Claude Code:
{
"mcpServers": {
"monolith": {
"type": "http",
"url": "http://localhost:9316/mcp"
}
}
}
Important: Claude Code uses
"http"as the transport type, while Cursor and Cline use"streamableHttp". Using the wrong type will cause connection failures.
This tells your AI client where to find Monolith's MCP server. You can also copy the template:
cp Plugins/Monolith/Templates/.mcp.json.example .mcp.json
Step 3: Launch Unreal Editor
Open your .uproject file as normal. On first launch:
- Monolith auto-indexes your entire project (takes 30-60 seconds depending on project size)
- Open the Output Log (Window > Developer Tools > Output Log)
- Filter for
LogMonolithβ you should see messages about the server starting and indexing completing
If you see Monolith MCP server listening on port 9316, you're good.
Step 4: Connect Your AI
- Open Claude Code (or your MCP client) in your project directory β the one containing
.mcp.json - Claude Code auto-detects
.mcp.jsonand connects to Monolith - Verify it works by asking: "What Monolith tools do you have?"
Your AI should list the Monolith namespace tools (blueprint.query, material.query, etc.).
Step 5: (Optional) Engine Source Index
If you want your AI to look up Unreal Engine C++ APIs, function signatures, call graphs, and class hierarchies:
- Install Python 3.10+
- Run the source indexer script (see
Source/MonolithSource/for details) - This builds a local SQLite database of the entire UE source tree
- Once indexed,
source.queryactions become available
Verify Everything Works
With the editor open, run this curl command 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 should get a JSON response listing all available Monolith tools. If you get "connection refused", make sure the editor is running and check the Output Log for errors.
(Optional) Install Claude Code Skills
Monolith ships with domain-specific workflow skills for Claude Code:
cp -r Plugins/Monolith/Skills/* ~/.claude/skills/
Architecture
Monolith.uplugin
MonolithCore β HTTP server, tool registry, discovery, auto-updater (4 actions)
MonolithBlueprint β Blueprint graph reading (6 actions)
MonolithMaterial β Material inspection + graph editing (14 actions)
MonolithAnimation β Animation sequences, montages, ABPs (23 actions)
MonolithNiagara β Niagara particle systems (41 actions)
MonolithEditor β Build triggers, log capture, compile output, crash context (13 actions)
MonolithConfig β Config/INI resolution and search (6 actions)
MonolithIndex β SQLite FTS5 deep project indexer (5 actions)
MonolithSource β Engine source + API lookup (10 actions)
122 actions total across 9 modules, exposed through ~14 namespace tools.
Tool Reference
| Namespace | Tool | Actions | Description |
|---|---|---|---|
monolith | monolith_discover | β | List available actions per namespace |
monolith | monolith_status | β | Server health, version, index status |
monolith | monolith_reindex | β | Trigger full project re-index |
monolith | monolith_update | β | Check or install updates |
blueprint | blueprint.query | 6 | Graph topology, variables, execution flow, node search, graph summary |
material | material.query | 14 | Inspection, editing, graph building, previews, validation |
animation | animation.query | 23 | Montages, blend spaces, ABPs, skeletons, bone tracks |
niagara | niagara.query | 41 | Systems, emitters, modules, parameters, renderers, HLSL |
editor | editor.query | 13 | Build triggers, error logs, compile output, crash context |
config | config.query | 6 | INI resolution, explain, diff, search |
project | project.query | 5 | Deep project search β FTS5 across all indexed assets |
source | source.query | 10 | Engine source lookup, call graphs, class hierarchy |
Auto-Updater
Monolith includes a built-in auto-updater:
- On editor startup β Checks GitHub Releases for a newer version
- Downloads and stages β If an update is found, it downloads and stages the new version
- Auto-swaps on exit β The plugin is replaced when you close the editor
- Manual check β Use the
monolith_updatetool to check for updates at any time - Disable β Toggle off in Editor Preferences > Plugins > Monolith
Troubleshooting / FAQ
| Problem | Solution |
|---|---|
| Plugin doesn't appear in editor | Verify the folder is at YourProject/Plugins/Monolith/ and contains Monolith.uplugin. Check you're on UE 5.7+. |
| MCP connection refused | Make sure the editor is open and running. Check Output Log for port conflicts. Verify .mcp.json is in your project root. |
| Index shows 0 assets | Run monolith_reindex or restart the editor. Check Output Log for indexing errors. |
| Source tools return empty results | The Python engine source indexer hasn't been run. See Step 5 above. |
| Claude can't find any tools | Check .mcp.json transport type: Claude Code uses "http", Cursor/Cline use "streamableHttp". Restart your AI client after creating the file. |
| Tools fail on first try | Restart Claude Code to refresh the MCP connection. This is a known quirk with initial connection timing. |
| Port 9316 already in use | Change the port in Editor Preferences > Plugins > Monolith, then update the port in .mcp.json to match. |
| Mac/Linux not working | Monolith currently supports Windows only. Mac and Linux support is planned for a future release. |
Configuration
Plugin settings are at Editor Preferences > Plugins > Monolith:
| Setting | Default | Description |
|---|---|---|
| MCP Server Port | 9316 | Port for the embedded HTTP server |
| Auto-Update | On | Check GitHub Releases on editor startup |
| Module Toggles | All enabled | Enable/disable individual domain modules |
| Database Path | Project-local | Override SQLite database storage location |
Skills
Monolith bundles 9 Claude Code skills in Skills/ for domain-specific workflows:
| Skill | Description |
|---|---|
unreal-blueprints | Graph reading, variable inspection, execution flow |
unreal-materials | PBR setup, graph building, validation |
unreal-animation | Montages, ABP state machines, blend spaces |
unreal-niagara | Particle system creation, HLSL modules, scalability |
unreal-debugging | Build errors, log search, crash context |
unreal-performance | Config auditing, shader stats, INI tuning |
unreal-project-search | FTS5 search syntax, reference tracing |
unreal-cpp | API lookup, include paths, Build.cs gotchas |
unreal-build | Smart build decision-making, Live Coding vs full rebuild |
Documentation
- API_REFERENCE.md β Full action reference with parameters
- SPEC.md β Technical specification and design decisions
- CONTRIBUTING.md β Development setup, coding conventions, PR process
- CHANGELOG.md β Version history and release notes
- Wiki β 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 β See ATTRIBUTION.md for credits.
