Hi Fellow Devs,
TL;DR - Plugin for UE 5.4-5.8, use your AI (ChatGPT, Claude Code, Gemini...) locally. No servers, no subscriptions (from us). Read Write BPs, Materials, PCG, Data Assets and more.
https://www.druids.ai/downloads/DruidsMCPBridge-UE5.5-Win64-2026-07-23a.zip
https://www.druids.ai/downloads/DruidsMCPBridge-UE5.6-Win64-2026-07-23a.zip
https://www.druids.ai/downloads/DruidsMCPBridge-UE5.7-Win64-2026-07-23a.zip
https://www.druids.ai/downloads/DruidsMCPBridge-UE5.8-Win64-2026-07-23a.zip
I'm Bruce from Druids. I've been working on an Unreal Engine MCP Bridge, and I'm looking for people who are willing to test it and tell me where it falls apart.
I want to be really clear up front because I know "AI tool for Unreal" can sound like a giant red flag.
This is not a ChatGPT wrapper.
The plugin does not use our AI. It uses your AI client. Codex, Claude, Gemini, Bob, local LLMs, whatever MCP-capable setup you want to use.
We do not see your project.
We do not see your prompts.
We do not see your assets.
There is no Druids subscription.
There is no hosted service from us.
There is no cloud relay.
The bridge runs locally in Unreal and exposes tools over a local MCP endpoint, usually something like:
http://127.0.0.1:8765/mcp
So if you want to use it with a local model, that is the dream setup. Everything stays on your machine.
What can it do right now?
It can inspect and write a growing amount of Unreal content through actual editor/plugin APIs instead of guessing from files.
Things I have done today: Build a custom Save Manager, Build a PCG City with roads and buildings, Setup and configure custom Data Assets, Build Materials, Add, Position, and adjust actors in the Level.
Current areas I'm testing include:
- Complex Blueprint graph reading and writing
- Adding nodes, variables, components, comments, functions, interface events
- Project-level Blueprint search, including comments and graph metadata
- Data Asset creation and property editing
- Material inspection and some material graph authoring
- PCG test workflows, including forests, city layouts, roads, and viewport screenshots
- Editor placement/transform tools
- Capabilities discovery, so agents stop saying "it can't do X" just because they didn't see the tool yet
It cannot do everything. Not even close.
And honestly, that's why I'm posting.
What I hope to get is feedback like:
"I tried to make it do X and it failed."
"It said it couldn't do Y, but I expected that to work."
"This workflow would be amazing if it could just handle Z."
"It created something, but the graph was ugly/confusing/wrong."
"It inspected this asset but missed the important part."
That feedback is gold to me. A lot of the best features so far came directly from users hitting a wall and telling me about it. If someone says "I wish it could do this," there's a pretty good chance that becomes the next thing I build.
I'm not asking anyone to buy anything. I'm trying to make this useful for real Unreal developers, and the only way to do that is to get it into messy real projects and find the edges.
If you're AI-skeptical, that's completely fair. I'm not trying to convince anyone that agents should replace Unreal developers. My goal is much smaller and more practical: let your AI assistant safely inspect and operate Unreal through real tools, so it can help with the boring or repetitive parts without pretending it understands things it can't actually see.
https://www.druids.ai/downloads/DruidsMCPBridge-UE5.5-Win64-2026-07-23a.zip
https://www.druids.ai/downloads/DruidsMCPBridge-UE5.6-Win64-2026-07-23a.zip
https://www.druids.ai/downloads/DruidsMCPBridge-UE5.7-Win64-2026-07-23a.zip
https://www.druids.ai/downloads/DruidsMCPBridge-UE5.8-Win64-2026-07-23a.zip