- README project context: .spaghetti file (rejected design) → Config/DefaultGame.ini [/Script/Spaghetti.SpaghettiProjectSettings] via the editor connector's Project Settings; "setup CLI is coming" dropped (CLI is reserve) in favor of roadmap-neutral wording - SKILL.md: prerequisites now describe the ini section and the personal-account fallback (the old "Agentic Directive creates .spaghetti" mechanism never shipped); tool roster renamed to the live server's (analyze_logs, tidy_assets, five free research tools incl. project-scoped temporal ones); context/billing section updated with the 402=credits vs 403=sign-in/onboarding taxonomy - plugin.json: version 0.1.1 → 0.3.1, tracking the editor connector mcp.json unchanged — URL-only config is already correct for the first-party AS (CIMD/DCR discovery, no credentials in the manifest).
2.8 KiB
Unreal Workbench — Agent Plugin
Agent Plugins 1.0.0 distribution package for Spaghetti Unreal AI Workbench — AI-powered tools for Unreal Engine developers.
What this gives you
Connects your AI coding assistant (Claude Code, Cursor, Codex, etc.) to the Unreal AI Workbench MCP server, providing:
- Log Analyzer (
analyze_logs) — analyze a UE log file, get structured findings, crash triage, and recommended fixes - Asset Janitor (
tidy_assets) — audit naming conventions, find unused assets, check LODs - Research tools (free) — search curated UE engine documentation, known engine patterns, and your project's ingested logs
- Tool-Maker (
make_tool) — generate safe Python scripts for UE editor automation, billed only on approval
Install
# Universal installer (detects Claude Code, Cursor, Codex, VS Code, etc.)
npx plugins add Tinirau/unreal-workbench
# Dry-run to inspect before installing
npx plugins discover Tinirau/unreal-workbench
# Or, in Claude Code:
/plugin marketplace add Tinirau/unreal-workbench
Authentication
Sign in once at spaghetti.gg — your account is created on first sign-in, with welcome credits. On first connect, your client opens a browser to sign in via OAuth. No API keys to configure — the OAuth flow is handled entirely by your client.
Project context (optional)
Your UE5 project can be linked to a Spaghetti team and project. With the Spaghetti editor connector (UE 5.8+) installed, the link lives in the project's own configuration — Project Settings → Plugins → Spaghetti — persisted to Config/DefaultGame.ini:
[/Script/Spaghetti.SpaghettiProjectSettings]
TeamId=your-team-uuid
ProjectId=your-project-uuid
No secrets — safe to commit to Git/Perforce. Everyone opening the project works on the same team/project, while each user still signs in individually. Automatic team/project wiring is on the roadmap; until then, all tools also work on your personal account without any context. Details: spaghetti.gg/docs.
Structure
unreal-workbench/
├── plugin.json # Agent Plugins 1.0.0 manifest
├── mcp.json # streamable-http → mcp.spaghetti.gg (OAuth, no embedded secrets)
├── skills/
│ └── ue5-unreal/
│ └── SKILL.md # AI-facing instructions: when/how to call each tool
├── LICENSE
└── README.md
Requirements
- An AI client that supports Agent Plugins 1.0.0 (Claude Code, Cursor, OpenAI Codex, etc.)
- A Spaghetti account — sign in (created on first sign-in)
- UE 5.8+ for the editor connector plugin; the cloud tools work with any engine version's logs and inventories
License
MIT © Tinirau Ltd