Loomle MCP for Unreal
MCPB · LOOMLE-MCP-REGISTRY-0.7.14.MCPB · SCANNED AUG 22
Structured, verifiable Unreal Engine editing for AI agents.
Available components
How this component scores in each security and reliability category. Every signal is checked automatically from public evidence about the published package, including repeated runs of it in an isolated sandbox, and we only credit what we can confirm. How we score →
Supply Chain Security13
- Malware scan not yet available for this package.Unverified
- Known CVEs could not be checked: this artifact ships no SBOM, so there is no dependency list to read. Publishing one would let us assess it.Unverified
- No install/post-install scripts declared.Pass
- Dependency health could not be checked: this artifact ships no SBOM, so there is no dependency list to read. Publishing one would let us assess it.Unverified
Provenance & Transparency45
- Source repository is publicly reachable at the declared URL. View diagnostics → Pass
- Provenance check failed: no build-provenance attestation is published. See how to fix → View diagnostics → Fail
- Clear OSI-approved license (MIT).Pass
- Actively maintained (last published 2 days ago).Pass
- Disclosure check failed: no security disclosure policy was found in the source repository. See how to fix → Fail
Schema Quality & AI Usability58
- AI-judged instruction clarity (excellent).Pass
- Context-footprint check failed: tool/resource definitions use about 3452 tokens (~431/item across 8 items; 8 tools + 0 resources), over budget; trim descriptions and params. See how to fix → Fail
- Usage-examples check failed: none of the tools include examples. See how to fix → Fail
Stability & Change Management0
- Stability not yet verified: not enough scan history yet (needs a 30-day window).Unverified
Tool Coverage100
- 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
- 100% of tool parameters carry a description.Pass
- Structured output schemas are declared (13% of tools); any adoption earns full credit.Pass
Capabilities100
- Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.Pass
Unverified: 1 category
A category scored 0 because we could not verify it: a data source with nothing on this package, evidence we could not reach, or a check we could not run. We only credit what we can confirm.
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mcpb · loomle-mcp-registry-0.7.14.mcpb
Download bundleEvery change we have recorded for this component, newest first. Security-relevant changes are always shown. ▲ marks a change for the better, ▼ a change for the worse; unmarked changes are neutral.
- 19 Aug 26 40
First indexed and scored.
Diagnostic detail from the automated scan of this channel: what the scanner observed at each step, so you can see exactly where a check passed or failed. It is informational only and never changes the trust score.
Captured 22 Aug 2026 · Analysed mcpb/https://github.com/loomle/loomle/releases/download/v0.7.14/loomle-mcp-registry-0.7.14.mcpb
Provenance No attestation
The registry publishes no build provenance for this version, so there is nothing to verify.
| Result | No attestation |
|---|---|
| Ecosystem | mcpb |
The tools this component advertises to a client, with an estimated token cost for each. Expand a tool to see its parameters and schema. The per-tool counts are indicative and are not scored directly; the schema's total context footprint is one signal in Schema Quality & AI Usability.
agent_skill Load Agent Skill ~252
Load a Loomle Agent Skill when the task matches its description. Call with no arguments to list resident Skills or with one exact name to load its complete instructions and Markdown references. Resident Skills: - debug-unreal-pie-with-python: Control and debug one in-process Unreal Engine Play In Editor or Simulate session through Loomle Python after applying the use-unreal-python safety workflow. Use when reproducing gameplay, querying runtime Actors or components, invoking gameplay APIs, checking state across frames, or managing PIE start and stop. - format-unreal-blueprints: Format and audit Unreal Engine Blueprint K2 graphs through Loomle using exact live node and pin geometry. Use when arranging selected Blueprint nodes, repairing spaghetti, choosing compact Helixing versus left-side data layout, straightening execution flow, separating branches, or evaluating whether a graph has near-human visual quality. - use-unreal-python: Use Loomle's unrestricted Unreal Python fallback safely when no structured Loomle interface covers the required Unreal Editor capability. Apply live context checks, capability selection, API introspection, idempotent mutations, exact continuation polling, partial-state recovery, explicit persistence, and independent result verification.
| Name | Type | Req | Description |
|---|---|---|---|
| name | string | – | Optional exact resident Agent Skill name. |
No output schema declared.
No examples provided.
editor Control Unreal Editor ~89
Observe or control the Unreal Blueprint Editor. Call with no arguments for current context, or use open/close with one bare canonical SAL Blueprint or Graph Target expression.
| Name | Type | Req | Description |
|---|---|---|---|
| operation | string | – | Defaults to context when omitted. A target without an explicit open or close operation is invalid. |
| target | string | – | One bare canonical SAL Blueprint or Graph Target expression. Required for open and close; invalid for context. |
No output schema declared.
No examples provided.
project Select Loomle Project ~89
Inspect Loomle projects or bind this MCP session to one project. Call with no arguments to see the binding and candidates; pass projectId or projectRoot to bind. Binding is sticky, survives Editor restarts, and never falls through to another project while offline.
| Name | Type | Req | Description |
|---|---|---|---|
| projectId | string | – | Stable project ID returned by project. |
| projectRoot | string | – | Directory containing exactly one .uproject file. |
No output schema declared.
No examples provided.
python Run Unreal Python ~72
Run Python in the bound Editor when no Loomle interface covers the capability. Before run, load use-unreal-python; for PIE also load debug-unreal-pie-with-python. Poll exactly; never replay. sal.object(value) marks UObjects for canonical projection. No dry run, rollback, cancellation, idempotency.
Input schema present but exposes no named parameters.
| Name | Type | Req | Description |
|---|---|---|---|
| continuation | object | – | – |
| durationMs | integer | – | – |
| elapsedMs | integer | – | – |
| error | object | – | – |
| executionId | string | – | – |
| logs | array | – | – |
| logsTruncated | boolean | – | – |
| projection | object | – | Read-only Python sal.object() projection annex; present only when the script marked UObjects. |
| result | object | – | – |
| stateMayHaveChanged | boolean | yes | – |
| status | string | yes | – |
No examples provided.
sal_patch Edit Unreal with SAL ~59
Validate or modify Unreal Engine objects with one ordered SAL Patch Text. The first result block is canonical SAL Result Text; metadata and diagnostics use later blocks. Use 'dry run' before risky edits.
| Name | Type | Req | Description |
|---|---|---|---|
| text | string | yes | Self-contained SAL Patch Text. |
No output schema declared.
No examples provided.
sal_query Query Unreal with SAL ~48
Read Unreal Engine objects with one self-contained SAL Query Text. The first text block is canonical SAL Result Text; diagnostics use later text blocks.
| Name | Type | Req | Description |
|---|---|---|---|
| text | string | yes | Self-contained SAL Query Text. |
No output schema declared.
No examples provided.
sal_schema Discover SAL Schema ~2,809
# SAL SAL is Loomle's line-oriented language for reading and changing Unreal Engine objects. It keeps UE names, native paths, enum values, property types, and editor behavior intact. ## MCP Calls - `status({})` reports Client, session, and Bridge health. - `project({})` reports project binding and candidates. - `project({ projectId: "<id>" })` binds the session to one project. - `sal_query({ text })` executes one Query Text. - `sal_patch({ text })` executes one ordered Patch Text. - `sal_schema({})` lists the nine active Domain interface cards. - `sal_schema({ module: "graph" })` returns one static card. - `agent_skill({})` lists resident Loomle workflow Skills. - `agent_skill({ name: "format-unreal-blueprints" })` loads one Skill before performing a matching specialized workflow. - `editor({})` returns the user's current UE context as SAL Result Text. - `editor({ operation: "open" | "close", target })` idempotently controls one exact Blueprint Editor or Graph document. `target` is one bare canonical SAL Target expression encoded as the JSON string value. - `python({ operation: "run", script })` is the unrestricted Unreal Python fallback when no structured Loomle interface covers the task. The script defines synchronous `run()` and returns a JSON-compatible dictionary. - If Python returns `status: "running"`, call `python` with the exact `poll` continuation it supplies. Never replay the original script. The tool-call wrapper is not SAL syntax. ## Project Binding One Loomle MCP session operates on one UE project. Start with `status({})`. If the session is unbound, call `project({})`, copy one returned `projectId`, and bind it with `project({ projectId: "<id>" })`. The binding is sticky: Loomle does not fall through to another online project merely because the selected project is offline or its Editor restarts. `sal_schema` remains available without an online project because the resident guide and Domain cards are local. ## Four Separate Concepts…
| Name | Type | Req | Description |
|---|---|---|---|
| module | string | – | Optional interface module. |
No output schema declared.
No examples provided.
status Inspect Loomle Status ~34
Inspect Loomle Client and update status plus the bound session and Bridge health. Call once before the first Loomle operation in a task.
Input schema present but exposes no named parameters.
No output schema declared.
No examples provided.