Jigwright / HullForge
Drive Unreal Engine from Claude.
130 typed tools across 29 areas, for inspecting and editing a live UE 5.5 to 5.8 project. Assets, materials, textures, meshes, LODs, collision, landscapes, actors, Blueprint graphs, Niagara, UMG, animation, Sequencer, PCG, 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 5.5 to 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 and assets
- Find assets by path, class or name. Create, duplicate, rename, delete, save.
- Properties
- Read and write any property, including nested ones and array elements via paths like SamplingProperties.bGetLayerWeights.
- Materials and textures
- Inspect graphs, set instance parameters, recompile, assign mesh slots. Plus an audit for sRGB left on a normal map, which makes every surface subtly wrong and warns nowhere.
- Meshes, LODs and collision
- Triangle counts, Nanite, the whole LOD chain, and what each mesh actually collides with. Finds screen sizes in the wrong order, so a LOD is built, cooked, shipped and never drawn.
- Actors and landscape
- List, spawn, transform, delete. Components, resolution, paint layers, blend methods. All undoable.
- Blueprints
- Inspect variables and nodes. Add nodes, wire pins with schema validation, compile.
- Niagara and UMG
- Emitters, renderers and user parameters with a verified round-trip. Widget hierarchies with the slot path alongside the widget path, because that is where layout lives.
- Animation and Sequencer
- Skeletal meshes, sequences, montages, blend spaces, notifies, bindings, tracks. Audits on both.
- PCG, foliage and world partition
- Graph structure and wiring, instance counts, what streams and what is always resident.
- References and cost
- What uses an asset and what it uses. What a folder costs with shared dependencies counted once rather than once per user.
- Viewport, import and PIE
- Screenshots and camera control. Interchange import as a pollable task. Start and stop play-in-editor.
- Revision control
- Provider-agnostic status, writability checks, checkout. Perforce, Git, Plastic and Subversion alike.
84 of the tools are read-only and cannot change your project at all. The 46 that can are annotated as writes, and the six that can destroy work, the three deletes plus rename, open-level and fix-redirectors, carry a stronger annotation again.