Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Description from the maker (original English)
Structured, verifiable Unreal Engine editing for AI agents.
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We have not written a plain-language summary for this one yet. Below are the facts we read from the registry.
Pick the AI app you use, then copy the settings.
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Download the maker’s .mcpb file
The link goes to the maker’s own file; we do not host or repackage it. Open the file and Claude Desktop installs it.
Run this in your terminal
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Runs on your computer; the tool list appears in your AI app after you install it.
We check information anyone can see; we have not read the code. Checks that do not apply are left out of the count. · Checked Nov 6, 2026
The registry name was verified with the GitHub account loomle, which owns the repo
We have not read this repo from GitHub yet
We have not read this repo from GitHub yet
This one runs on your computer; there is no internet endpoint
Runs on your computer and uses local settings instead
Runs on your computer; we can only read tool lists from internet endpoints
Compared with every active server in this category in the registry. Stars count only when the publisher owns the repo.
It passed 1 of 1 applicable basic checks. We have not read the code. Before adding a key or token, see what access the server asks for and use a key with only the permissions you need.
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It runs on your computer. Your AI app starts it when needed, and data does not pass through the maker’s servers (unless it calls an online service itself).
The GitHub repo last changed –, and the latest version (0.7.14) reached the registry 3 months ago.
Apps that support MCP, such as Claude Desktop, Claude Code, Cursor and VS Code. You also need MCPB on your computer.
In the same category: Spec Driven Development, Remote Desktop Commander, Safe Fetch
Servers in the same category from other makers, sorted by stars.
Reading a card:★ GitHub starsiThree pillars: reviews · checks · usageiUpdated = latest version published to the registryi
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Remote Desktop Commander: use files, terminal and processes on your own computers from any AI app.
MCP server for fetching URLs, safe against SSRF, DNS rebinding, and redirect-to-internal attacks.
Copied from the maker’s repo as written. PopNx MCP has not reviewed or endorsed it. HTML, images and scripts are removed. Links lead off this site.
Loomle is an agent-native Unreal Engine integration for reading and changing complex editor objects through SAL, the Structured Agent Language.
SAL turns Blueprint graphs, Widget trees, Class reflection, Assets, and other non-text UE state into compact, ordered text that both people and agents can read, copy, discuss, and patch. It stays faithful to UE: native paths, types, field names, values, palette actions, compiler diagnostics, and editor semantics remain native instead of being replaced by a parallel JSON model.
Text code already gives agents precise search, references, diffs, and edits. Unreal assets do not. Loomle supplies that missing text workflow while keeping the editor and UE APIs as the source of truth.
The standalone Client exposes eight MCP tools:
status: inspect the Client version, update availability, and bound session and Bridge health.project: inspect project availability and bind this MCP session to one Unreal project.sal_query: execute one self-contained SAL Query Text.sal_patch: execute one ordered SAL Patch Text.sal_schema: discover the resident SAL guide and the active interface cards.agent_skill: discover and load MCP-managed Loomle workflow Skills without a separate agent-specific installation.editor: observe the current Unreal interaction with empty arguments, or open, focus, and close an exact Blueprint or Graph from canonical SAL Target Text.python: run unrestricted Unreal Editor Python only as a fallback for capabilities not covered by a structured Loomle interface, and poll an execution only when the initial result supplies a continuation.The current public SAL modules are Asset, Blueprint, Class, Graph, StateTree, and Widget. They cover Asset Registry discovery, Blueprint declarations and components, Class reflection and defaults, graph-local flow and mutation, StateTree hierarchy and bindings, Widget trees, factual reference queries, compilation, save, and editor context.
Example:
door = target {
domain: blueprint, asset: "/Game/Blueprints/BP_Door.BP_Door" }
query door summary
Use sal_schema({}) for the active module index and sal_schema({ module: "graph" }) for one exact interface card. Supported exact reads and Palette Entries provide dynamic discovery with with schema; each interface card states the exact subjects that accept it.
The latest stable Loomle release is available from GitHub Releases for Unreal Engine 5.7 and 5.8. Choose the package matching the installed engine version:
| Package | Contents |
|---|---|
loomle-bridge-ue5.7.zip | Complete UE 5.7 plugin for Mac Apple Silicon and Windows x64 |
loomle-bridge-ue5.8.zip | Complete UE 5.8 plugin for Mac Apple Silicon and Windows x64 |
These stable filenames always resolve through the latest final GitHub Release. That release also retains immutable, versioned copies of both archives.
The Fab listing provides the current marketplace-approved Loomle build. GitHub Releases may be newer while a Fab update is under review.
The complete archive contains both native targets and their matching Clients:
LoomleBridge/
Source/ Resources/ Loomle/ / loomle(.exe)
The executable under Resources/Loomle is the self-contained SAL Client. It requires no separate Python, uv, Node.js, global Loomle install, or project-local Client.
Before upgrading from 0.6, close Unreal Editor and remove or move the old /Plugins/LoomleBridge directory. A same-named project plugin takes precedence over the new engine plugin and would keep loading 0.6.
Extract the complete archive, then copy the LoomleBridge directory to:
<UE_5.7-or-5.8>/Engine/Plugins/Marketplace/LoomleBridge
Enable LoomleBridge, restart Unreal Editor, and configure an MCP server named loomle to launch the bundled Client with the argument mcp:
macOS: LoomleBridge/Resources/Loomle/darwin-arm64/loomle
Windows: LoomleBridge/Resources/Loomle/win32-x64/loomle.exe
Full instructions: https://loomle.ai/install.html
LoomleBridge enabled.status once to inspect Client, update, session, and Bridge health.project to inspect or bind the intended project.editor({}) to begin from the user's current editor state; use editor({ operation: "open" | "close", target }) for exact Blueprint or Graph presentation control.sal_schema when the target module or exact operation is unfamiliar.sal_query, dry-run changes with sal_patch, then apply and finalize through the owning asset.See https://loomle.ai/quickstart.html for a complete first query and patch.
Agent / MCP host
-> bundled Loomle Client (stdio MCP + SAL) -> local runtime record -> LoomleBridge inside Unreal Editor -> UE 5.7 or 5.8 editor APIs and object model
The Client discovers live Bridge instances through ~/.loomle/state/runtimes. This directory is runtime discovery state, not a global installation. Each MCP session keeps one sticky project binding and validates that project's current Editor with a short live health probe. If the bound project is offline, Loomle reports that state and never falls through to another online project. Use project({}) to inspect candidates and bind or switch explicitly when needed.
The repository has four current product boundaries:
sal/: language parser, normalized model, schemas, and TypeScript SDK.interfaces/: resident guide and static UE interface cards.client/: standalone MCP Client.engine/LoomleBridge/: Unreal Editor plugin.Install workspace dependencies and run the TypeScript test suite:
npm install
npm test
Build and test the native Client for the current supported runner:
npm run build:executable
npm run test:executable
Run the complete Loomle UE Automation category against a same-commit development plugin compiled with the native tests:
npm run test:ue-automation -- \
--ue-root \ --project-template tests/fixtures/ue/LoomleTestHost \ --plugin-dir \ --output-dir \ --target darwin-arm64
The output directory must not already exist. Raw plugin source is not a runnable candidate. The final release archive intentionally excludes native test code, so it is not the complete Automation candidate.
Run the small packaged Client-to-UE workflow against the exact audited release archive and its bundled Client:
npm run test:packaged-e2e -- \
--ue-root \ --project-template tests/fixtures/ue/LoomleTestHost \ --plugin-archive \ --output-dir \ --target darwin-arm64
Release assembly consumes only the canonical program at .tmp/client/ /loomle(.exe) and combines it with the Bridge source plugin. See packaging/client/ and packaging/fab/ for the artifact contracts.
Repository and product design documents live under docs/; canonical SAL and UE interface contracts live under sal/docs/ and interfaces/. Loomle 0.6 source and documents remain available from the 0.6 branch, its release tags, and repository history; main contains only the current design and code.
Loomle is open source under the MIT License. See LICENSE.