{
  "markdown": "# Loomle\n\nLoomle is an agent-native Unreal Engine integration for reading and changing\ncomplex editor objects through SAL, the Structured Agent Language.\n\nSAL turns Blueprint graphs, Widget trees, Class reflection, Assets, and other\nnon-text UE state into compact, ordered text that both people and agents can\nread, copy, discuss, and patch. It stays faithful to UE: native paths, types,\nfield names, values, palette actions, compiler diagnostics, and editor\nsemantics remain native instead of being replaced by a parallel JSON model.\n\n## Why Loomle\n\nText code already gives agents precise search, references, diffs, and edits.\nUnreal assets do not. Loomle supplies that missing text workflow while keeping\nthe editor and UE APIs as the source of truth.\n\n- Compact SAL Object Text uses fewer tokens than large generic JSON payloads.\n- Queries start with summaries and local views instead of downloading an\n  entire graph.\n- Target-relative stable identity paths make returned Nodes, Pins, Graphs,\n  Widgets, and Blueprint objects safe to follow up without kind namespaces.\n- Palette and dynamic schema discovery let agents use capabilities that UE\n  actually exposes instead of guessing constructors or fields.\n- Dry runs share the real parse, resolve, validate, and plan path before any\n  mutation is applied.\n- Native compiler and object health diagnostics stay adjacent to the objects\n  they describe.\n\n## Current 0.7 Interface\n\nThe standalone Client exposes eight MCP tools:\n\n- `status`: inspect the Client version, update availability, and bound session\n  and Bridge health.\n- `project`: inspect project availability and bind this MCP session to one\n  Unreal project.\n- `sal_query`: execute one self-contained SAL Query Text.\n- `sal_patch`: execute one ordered SAL Patch Text.\n- `sal_schema`: discover the resident SAL guide and the active interface cards.\n- `agent_skill`: discover and load MCP-managed Loomle workflow Skills without\n  a separate agent-specific installation.\n- `editor`: observe the current Unreal interaction with empty arguments, or\n  open, focus, and close an exact Blueprint or Graph from canonical SAL Target\n  Text.\n- `python`: run unrestricted Unreal Editor Python only as a fallback for\n  capabilities not covered by a structured Loomle interface, and poll an\n  execution only when the initial result supplies a continuation.\n\nThe current public SAL modules are Asset, Blueprint, Class, Graph, StateTree,\nand Widget. They cover Asset Registry discovery, Blueprint declarations and\ncomponents, Class reflection and defaults, graph-local flow and mutation,\nStateTree hierarchy and bindings, Widget trees, factual reference queries,\ncompilation, save, and editor context.\n\nExample:\n\n```sal\ndoor = target {\n  domain: blueprint,\n  asset: \"/Game/Blueprints/BP_Door.BP_Door\"\n}\n\nquery door\nsummary\n```\n\nUse `sal_schema({})` for the active module index and\n`sal_schema({ module: \"graph\" })` for one exact interface card. Supported exact\nreads and Palette Entries provide dynamic discovery with `with schema`; each\ninterface card states the exact subjects that accept it.\n\n## Install\n\nThe latest stable Loomle release is available from\n[GitHub Releases](https://github.com/loomle/loomle/releases/latest)\nfor Unreal Engine 5.7 and 5.8. Choose the package matching the installed\nengine version:\n\n| Package | Contents |\n| --- | --- |\n| `loomle-bridge-ue5.7.zip` | Complete UE 5.7 plugin for Mac Apple Silicon and Windows x64 |\n| `loomle-bridge-ue5.8.zip` | Complete UE 5.8 plugin for Mac Apple Silicon and Windows x64 |\n\nThese stable filenames always resolve through the latest final GitHub Release.\nThat release also retains immutable, versioned copies of both archives.\n\nThe\n[Fab listing](https://www.fab.com/listings/f0fb545c-b1d9-4525-8642-3f170134c428)\nprovides the current marketplace-approved Loomle build. GitHub Releases may be\nnewer while a Fab update is under review.\n\nThe complete archive contains both native targets and their matching Clients:\n\n```text\nLoomleBridge/\n  Source/\n  Resources/\n    Loomle/\n      <platform-arch>/\n        loomle(.exe)\n```\n\nThe executable under `Resources/Loomle` is the self-contained SAL Client. It\nrequires no separate Python, `uv`, Node.js, global Loomle install, or\nproject-local Client.\n\nBefore upgrading from 0.6, close Unreal Editor and remove or move the old\n`<Project>/Plugins/LoomleBridge` directory. A same-named project plugin takes\nprecedence over the new engine plugin and would keep loading 0.6.\n\nExtract the complete archive, then copy the `LoomleBridge` directory\nto:\n\n```text\n<UE_5.7-or-5.8>/Engine/Plugins/Marketplace/LoomleBridge\n```\n\nEnable `LoomleBridge`, restart Unreal Editor, and configure an MCP server named\n`loomle` to launch the bundled Client with the argument `mcp`:\n\n```text\nmacOS:   LoomleBridge/Resources/Loomle/darwin-arm64/loomle\nWindows: LoomleBridge/Resources/Loomle/win32-x64/loomle.exe\n```\n\nFull instructions: https://loomle.ai/install.html\n\n## Quickstart\n\n1. Open an Unreal project with `LoomleBridge` enabled.\n2. Restart Codex, Claude, or the relevant MCP host after configuring Loomle.\n3. Call `status` once to inspect Client, update, session, and Bridge health.\n4. If the session is unbound, call `project` to inspect or bind the intended\n   project.\n5. Call `editor({})` to begin from the user's current editor state; use\n   `editor({ operation: \"open\" | \"close\", target })` for exact Blueprint or\n   Graph presentation control.\n6. Use `sal_schema` when the target module or exact operation is unfamiliar.\n7. Inspect with `sal_query`, dry-run changes with `sal_patch`, then apply and\n   finalize through the owning asset.\n\nSee https://loomle.ai/quickstart.html for a complete first query and patch.\n\n## Architecture\n\n```text\nAgent / MCP host\n  -> bundled Loomle Client (stdio MCP + SAL)\n  -> local runtime record\n  -> LoomleBridge inside Unreal Editor\n  -> UE 5.7 or 5.8 editor APIs and object model\n```\n\nThe Client discovers live Bridge instances through\n`~/.loomle/state/runtimes`. This directory is runtime discovery state, not a\nglobal installation. Each MCP session keeps one sticky project binding and\nvalidates that project's current Editor with a short live health probe. If the\nbound project is offline, Loomle reports that state and never falls through to\nanother online project. Use `project({})` to inspect candidates and bind or\nswitch explicitly when needed.\n\n## Development\n\nThe repository has four current product boundaries:\n\n- `sal/`: language parser, normalized model, schemas, and TypeScript SDK.\n- `interfaces/`: resident guide and static UE interface cards.\n- `client/`: standalone MCP Client.\n- `engine/LoomleBridge/`: Unreal Editor plugin.\n\nInstall workspace dependencies and run the TypeScript test suite:\n\n```sh\nnpm install\nnpm test\n```\n\nBuild and test the native Client for the current supported runner:\n\n```sh\nnpm run build:executable\nnpm run test:executable\n```\n\nRun the complete Loomle UE Automation category against a same-commit\ndevelopment plugin compiled with the native tests:\n\n```sh\nnpm run test:ue-automation -- \\\n  --ue-root <UE-root> \\\n  --project-template tests/fixtures/ue/LoomleTestHost \\\n  --plugin-dir <compiled-same-commit-test-plugin> \\\n  --output-dir <new-artifact-directory> \\\n  --target darwin-arm64\n```\n\nThe output directory must not already exist. Raw plugin source is not a\nrunnable candidate. The final release archive intentionally excludes native\ntest code, so it is not the complete Automation candidate.\n\nRun the small packaged Client-to-UE workflow against the exact audited release\narchive and its bundled Client:\n\n```sh\nnpm run test:packaged-e2e -- \\\n  --ue-root <UE-root> \\\n  --project-template tests/fixtures/ue/LoomleTestHost \\\n  --plugin-archive <final-release-candidate.zip> \\\n  --output-dir <new-artifact-directory> \\\n  --target darwin-arm64\n```\n\nRelease assembly consumes only the canonical program at\n`.tmp/client/<platform-arch>/loomle(.exe)` and combines it with the Bridge\nsource plugin. See `packaging/client/` and `packaging/fab/` for the artifact\ncontracts.\n\n## Documentation\n\n- Website: https://loomle.ai/\n- Install: https://loomle.ai/install.html\n- Quickstart: https://loomle.ai/quickstart.html\n- Interface overview: https://loomle.ai/tools/\n- Releases: https://github.com/loomle/loomle/releases\n\nRepository and product design documents live under `docs/`; canonical SAL and\nUE interface contracts live under `sal/docs/` and `interfaces/`. Loomle 0.6\nsource and documents remain available from the `0.6` branch, its release tags,\nand repository history; `main` contains only the current design and code.\n\n## License\n\nLoomle is open source under the MIT License. See [LICENSE](LICENSE).\n",
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