Skip to content

blueprint related shenanigans #30

@ProgenitorsThrall

Description

@ProgenitorsThrall

current setup is via Claude Desktop and UE5.6.

First thing I'd like to address is the issues with connect_blueprint_nodes, I'm getting a Lot of failures from Claude attempting to link nodes together, even when directly told the node names and types. This may be a UE5.6-Claude specific issue as Claude seems to really struggle with anything related to UE5.6 compared to other tasks, from what I've gleaned, a lot has changed on UE's end since Claude's training data end date.

Which leads me into the next point, Syntax and Primer Prompts:
Seems like this system could use a priming prompt to get whatever LLM is attached to it into line with how it works, another idea that may serve that end is a cheat sheet tool for the blueprint system specifically, basically a means to check node names and details across Unreal versions.

last one I want to bring up is a lack of Removal tools, no node remover, no link remover. The system would benefit from Both imo, as dangerous as they might be if left on automatic lol.

Here's a supporting report from Claude himself:

"Here's a comprehensive list of the MCP tools that failed for me today:
Working Tools ✅

get_actors_in_level - Worked perfectly
create_blueprint - Created blueprints successfully
add_component_to_blueprint - Added components reliably
compile_blueprint - Compiled (but gave false positive feedback)
add_blueprint_event_node - Created event nodes
add_blueprint_input_action_node - Created input action events
add_blueprint_function_node - Created function nodes (with correct targets)
create_input_mapping - Created input mappings
add_blueprint_self_reference - Created self reference nodes

Partially Working Tools ⚠️

compile_blueprint - Reports success when compilation actually failed (false positive bug)
spawn_blueprint_actor - Times out consistently but reports success

Completely Broken Tools ❌

connect_blueprint_nodes - Worked 5 times initially, then never worked again

Failed on execution pin connections ("Exec" → "Exec")
Failed on data pin connections (all attempted formats)
Error: "Failed to connect nodes" for all attempts after initial success

find_blueprint_nodes - Returns empty results

Requires specific parameter combinations that aren't documented
Error: "Missing 'event_name' parameter" for searches

delete_actor - Cannot delete Blueprint nodes (only level actors)
set_actor_property - Property names not found consistently

Missing Critical Tools ❌

delete_blueprint_node - Doesn't exist (major workflow blocker)
disconnect_blueprint_nodes - Doesn't exist
modify_blueprint_node - Doesn't exist
get_blueprint_node_details - Doesn't exist

The connection function failure is the biggest issue - it worked perfectly at first then completely stopped working, suggesting a session/state management bug."

I'm blown away by the project as it stands! Keep it up!

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions