Jigwright / HullForge
Drive Unreal Engine from Claude.
Around fifty typed tools for inspecting and editing a live UE 5.8 project. Assets, materials, landscapes, actors, Blueprint graphs, PCG graphs, viewport screenshots, imports, revision control.
Local only. The editor listens on 127.0.0.1 and nothing leaves your machine.
What makes it different
It refuses to lose your work
If an asset cannot be saved, HullForge will not edit it. The usual cause is revision control being configured but not connected, which makes every file read-only. Without this check you make twenty changes and discover all of them are gone at save time.
Deleting an asset something else references is refused too, and the referencers are named so you can decide what to do about them.
Every write is verified
A mutation is applied, re-read from the object, then compared. If the read-back disagrees with what you asked for, that is a failure, even when the underlying engine call reported success.
No configuration, no restarts
Open a project and the tools appear. Close it and they go away. Several editors can be open at once. Nothing to configure and no client restart, ever.
No arbitrary code execution
There is deliberately no exec tool. Every capability is a specific, typed operation with a schema, so what it can do is knowable.
Installing
Two halves
The editor plugin and the Claude connector. You need both. This is the same shape as most editor integrations.
Step one
The Unreal plugin
Install HullForge into your project's Plugins folder and enable it. The editor starts listening on its own. Requires Unreal Engine 5.8 on Windows 64-bit.
Step two
The Claude connector
Double-click HullForge.mcpb, or drag it onto Claude Desktop. No JSON to edit and no Python to install.
Then open your project and ask Claude "Is HullForge connected?". You should get the project name and a tool count. If no editor is running, it will tell you that too.
What it can do
- Discovery
- Find assets by path, class or name. Asset metadata, project context.
- Properties
- Read and write any property, including nested ones via dotted paths like SamplingProperties.bGetLayerWeights.
- Materials
- Inspect graphs, set instance parameters, recompile, assign mesh slots.
- Landscape
- Components, resolution, paint layers, blend methods.
- Actors
- List, spawn, transform, delete. All undoable.
- Blueprints
- Inspect variables and nodes. Add nodes, wire pins, compile.
- PCG
- Graph structure, node settings, wiring, components in the level.
- Viewport
- Screenshots, camera control, focus on actor.
- Import
- Meshes, textures and scenes via Interchange, as a pollable task.
- Revision control
- Provider-agnostic status, writability checks, checkout. Perforce, Git, Plastic and Subversion alike.
Tools that change your project are annotated as writes. The five that can destroy work, the three deletes plus rename and open-level, are annotated destructive.