One plugin. Every Unreal domain. Zero dependencies.
Monolith
One plugin. Every Unreal domain. Zero dependencies.
What is Monolith?
Monolith is an Unreal Engine editor plugin that gives your AI full read/write access to your project through the Model Context Protocol (MCP). Install one plugin, point your AI client at one endpoint, and it can work with Blueprints, Materials, Animation, Niagara, project configuration, and more.
It works with Claude Code, Cursor, or any MCP-compatible client. If your AI tool speaks MCP, it speaks Monolith.
Platform: Windows only. Mac and Linux support is coming soon.
Why Monolith?
Most MCP integrations register every action as a separate tool, which floods the AI's context window and buries the actually useful stuff. Monolith uses a namespace dispatch pattern instead: each domain exposes a single {namespace}_query(action, params) tool, and a central monolith_discover() call lists everything available. Small tool list (12 tools), massive capability (291 actions across nine domains). The AI gets oriented fast and spends its context on your actual problem.
What Can It Actually Do?
Blueprint — The AI has full read/write access to every part of a Blueprint. It can read graph topology, trace execution flow, inspect variables, components, functions, and interfaces. It can create new Blueprints from any parent class, add/remove/rename variables and components, build out functions and event dispatchers, wire up nodes, set pin defaults, implement interfaces, reparent, compile, and validate. Hand it a description and it'll build the whole Blueprint. Or give it an existing one and it'll surgically change what you need.
Material — Create materials and instances from scratch, add and connect expression nodes, set scalar/vector/texture parameters, build full PBR graphs programmatically, recompile, validate for errors, and read compiled shader stats. "Give me a worn leather material with edge wear and a normal map input" is a reasonable thing to ask.
Animation — Inspect and modify animation sequences, montages, blend spaces, Animation Blueprints, state machines, skeletons, and PoseSearch databases. Add/remove notifies, edit montage sections, create blend space samples, trace ABP state transitions. The whole animation pipeline is in scope.
Niagara — Create particle systems from specs, add/remove emitters and modules, set module inputs and bindings, configure data interfaces and renderers, edit parameters, read compiled GPU HLSL, and batch-execute multiple operations atomically. "Build me a blood splatter system that responds to hit direction" — genuinely doable.
Editor — Trigger full UBT builds or Live Coding compiles, read build errors and compiler output, search editor logs, get crash context after failures, query editor state. The AI can compile your code and diagnose the failure without you touching the editor.
Config — Read, search, and diff INI files with full resolution chain awareness (Base → Platform → Project → User). Ask what a setting does, where it's overridden, and what the effective value is. Good for performance tuning sessions where you want the AI to just sort out the INIs.
Project — Full-text search across every indexed asset. Find assets by name, type, path, or content. Trace references between assets. The index updates automatically as assets change and covers marketplace/Fab plugin content too.
Source — Look up any Unreal Engine C++ API: read function implementations, search engine source, get class hierarchies, trace call graphs, verify include paths. The native C++ indexer runs automatically — no Python, no setup. The AI never has to guess at a function signature.
Features
- Full Blueprint read/write/CRUD — Create Blueprints, edit variables/components/functions/nodes, compile and validate. Read CDO properties from any Blueprint or DataAsset.
- Material graph editing — Read, build, and validate material graphs with preview support
- Animation coverage — Montages, blend spaces, ABP state machines, skeletons, bone tracks
- Niagara particle systems — Create and edit systems, emitters, modules, parameters, renderers, and HLSL
- Editor integration — Build triggers, log capture, compile output, crash context, Live Coding support
- Config management — INI resolution, diff, search, and explain
- Deep project search — SQLite FTS5 full-text search across all indexed assets, including marketplace and Fab plugin content. Configurable additional content paths.
- Engine source intelligence — Native C++ indexer (no Python required) with call graphs, class hierarchy, and cross-references. Optional project C++ source ind
Tools (9)
monolith_discoverLists all available actions across the nine supported Unreal Engine domains.blueprint_queryExecutes read/write actions on Blueprints including topology, variables, and nodes.material_queryExecutes actions to create, edit, and validate material graphs.animation_queryExecutes actions for animation sequences, montages, and state machines.niagara_queryExecutes actions to create and edit Niagara particle systems and modules.editor_queryExecutes editor-level actions like builds, log searches, and crash context retrieval.config_queryExecutes actions to read, search, and diff project INI configuration files.project_queryExecutes full-text search and reference tracing across project assets.source_queryExecutes actions to query Unreal Engine C++ API, source code, and class hierarchies.Configuration
{"mcpServers": {"monolith": {"command": "path/to/monolith.exe"}}}