Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
作者提供的说明(英文原文)
Structured, verifiable Unreal Engine editing for AI agents.
这三项永远不会合并成一个分数:意见、测量和人气是不同的东西。
我们还没有为它写通俗的介绍。下面是我们从注册中心读取到的事实。
选择你使用的 AI 应用,然后复制设置。
你用的是哪个应用?
在上方选择你的应用。我们会记住它,下次按钮会显示“安装到 …”。
链接指向作者自己的文件;我们不托管也不重新打包它。打开文件后,Claude Desktop 会进行安装。
在终端中运行这条命令
浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
这个服务器在你的电脑上运行,而 ChatGPT 只能连接互联网上的服务器。请选择其他应用。
你的选择通过 Cookie 保存在这台设备上,无需账户。
这些设置是根据作者在注册中心的条目生成的。如果 README 的写法不同,请以 README 为准。
它在你的电脑上运行;安装后,工具列表会显示在你的 AI 应用中。
我们检查的是任何人都能看到的信息;我们没有阅读代码。不适用的检查项不计入总数。 · 检查于 2026年11月6日
注册名称已通过 GitHub 账户 loomle 验证,该账户拥有此仓库
我们还没有从 GitHub 读取这个仓库
我们还没有从 GitHub 读取这个仓库
它在你的电脑上运行,没有互联网端点
在你的电脑上运行,改用本地设置
它在你的电脑上运行;我们只能读取互联网端点的工具列表
与注册中心里这个分类中所有活跃的服务器比较。只有当发布者拥有该仓库时,星标数才计入。
它在 1 项适用的基础检查中通过了 1 项。我们没有阅读代码。在添加密钥或令牌之前,请先看看这个服务器要求哪些权限,并使用只具备所需权限的密钥。
注册中心没有列出必需的密钥,不过有些服务器会在首次使用时要求你登录。
它在你的电脑上运行。你的 AI 应用会在需要时启动它,数据不会经过作者的服务器(除非它自己调用在线服务)。
GitHub 仓库最后更新于–,最新版本(0.7.14)于3个月前进入注册中心。
支持 MCP 的应用,例如 Claude Desktop、Claude Code、Cursor 和 VS Code。你的电脑上还需要有 MCPB。
同一分类中有:Spec Driven Development, Remote Desktop Commander, DiffCI
同一分类中其他作者的服务器,按星标数排序。
如何看卡片:★ GitHub 星标i三大支柱:评价 · 检查 · 使用情况i更新 = 最新版本发布到注册中心的时间i
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.
Fail-closed, change-aware verification for AI coding agents with affected-test guidance.
按原文从作者的仓库复制。PopNx MCP 没有审查或背书其内容。HTML、图片和脚本已被移除。链接会离开本站。
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.