Documentation
PinWright is an Unreal Editor plugin that runs a local MCP server, so your AI assistant can analyze your project, author Blueprints, widgets, and custom assets, and debug play sessions. These pages cover setup, the core model, and the main features.
call tool
(call() for the index, call("namespace") for a page). See
Concepts for how that works.
Install & connect
Enable the plugin and point Claude Code, Cursor, Codex, Gemini or VS Code at it.
Quickstart
Your agent's first call() in five minutes.
Concepts
The single call tool, the three call modes, ports, jobs, and security.
Asset dumps
Dump an asset or folder to readable text to inspect, snapshot, and compare it.
Recorder & telemetry
Record a play session as a timeline, then query it to debug what happened.
Namespaces
Every area the assistant can work in, with what each does and whether it is core or experimental.
Troubleshooting & FAQ
Connection problems, port conflicts, data privacy, engine-version questions.
Requirements
- An Unreal Engine 5.3–5.8 editor build with C++ plugin support.
- An MCP-capable AI agent (Claude Code, Cursor, Codex CLI, Gemini CLI, VS Code Copilot, Windsurf, Cline).
- The plugin is editor-only: it is not used in packaged game builds.