Files
unreal-workbench/README.md
T
basilensis 69c6af2ed5 fix: sync published content with the current platform (context contract, tool roster, version)
- 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).
2026-09-07 12:37:06 +03:00

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2.8 KiB
Markdown

# Unreal Workbench — Agent Plugin
Agent Plugins 1.0.0 distribution package for [Spaghetti Unreal AI Workbench](https://spaghetti.gg) — 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
```bash
# 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](https://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`:
```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](https://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](https://agent-plugins.org) (Claude Code, Cursor, OpenAI Codex, etc.)
- A Spaghetti account — [sign in](https://spaghetti.gg) (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