Unreal Engine tooling
Loom
Tools for the Unreal editor.
A C++ MCP bridge for Unreal Engine editor operations.
- My role
- Lead developer
- Period
- 2026–ongoing
- Built with
- C++ · Unreal Engine · MCP · Python
Cutting what the agent has to read
170KB → 12KB
An agent pays for every tool definition it loads. For the v4.0 release, I grouped about 250 Unreal editor operations into 14 namespaces that list and describe themselves on demand, which cut the tool surface from about 170KB to 12KB and the system prompt from about 77KB to 12KB. The surface has grown since, and keeping it small is ongoing work.
An end-to-end audit checks the tool list against the manifest, each namespace’s operations and descriptions, and structured errors for unknown tools.
The delay was the editor’s tick
50 ms
Each editor operation cost about 300 ms, and I traced it to the editor’s idle game-thread tick. Version 4.0 replaced the TCP daemon with a lock-free shared-memory ring inside the editor and a native MCP host, which took 19 operations to a 50 ms floor. TCP stays as a fallback.
Have a project in mind?
I’m open to product engineering roles and contract work.