-
Notifications
You must be signed in to change notification settings - Fork 239
Description
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!