Troubleshooting & FAQ
Common setup problems and the questions people ask while evaluating the plugin.
My agent isn't connecting
This is the most common issue. Work through these:
- The Unreal Editor must be open and the plugin enabled: the server runs inside the editor process. Confirm the green Server listening line in the PinWright Setup window.
- Launched the agent before the editor? Some agents (Claude among them) only check the connection when they start, so they will not connect if Unreal was not running yet. Once the editor is up, run
/mcpin the agent and connect topinwright, rather than restarting anything. - Restart or reload the agent after configuring it. Most agents read their MCP config only at startup.
- Check the agent's config points at the right address (default
http://127.0.0.1:19880/mcp). If you enabled auto-derive or set a custom port, use the address shown in the setup window. - Some clients add project-file servers disabled by default (e.g. Cursor), so enable it in the client's MCP settings.
- Re-run Tools → PinWright Setup and click Install again to rewrite the config.
“Port already in use” / two editors collide
By default every project binds the fixed port 19880, so two editors at once collide and the
loser refuses to serve. Enable Auto-derive Port From Project Path in Project Settings to
give each project a distinct port, or set a fixed HttpPort. On a rare cross-folder
hash collision (or an OS-reserved port), set an explicit HttpPort, re-run onboarding,
then restart. Also confirm no other local process holds the port.
Connection works but a call fails on this engine version
Some features need a newer Unreal version than the one you're running; those return a clear
UNSUPPORTED_ENGINE_VERSION rejection rather than failing silently. The plugin
supports UE 5.3–5.8. Confirm you installed it for the engine version you're using.
FAQ
Is any of my project data sent anywhere?
No. The plugin is a local, loopback-only server inside your editor. It sends nothing to us or any
third party. Your AI agent is the only thing talking to it, over 127.0.0.1.
Where is the full list of RPCs?
It's self-documenting and lives inside the tool, for your agent to browse on demand:
call() for the index, call("namespace") for a page. There's no
1,200-entry catalog to read on this site; that surface is built for the agent, not for
hand-browsing. See Concepts.
Will it work in a packaged game build?
No. The module is editor-only by design. It's a development tool, not a runtime feature.
Can it break my project?
It has write access to assets: it can create, edit, and delete them. Work on a branch, commit before large automated changes, and review the diff. Round-tripping graphs to text makes those diffs reviewable in git.
How do I get the plugin, and what is the GitHub repo for?
You install the plugin from Fab. That is all you need to use it. The private GitHub repository is optional and separate: request access with your Fab order number and GitHub username if you want the source code and older versions. Access is a manual review, so it isn't instant. It is no longer the issue tracker.
Where do I report bugs or request features?
All support is public, no access request needed. Report bugs and critical gaps in existing features on the support tracker's Issues. Suggest new or extra features in Discussions / Ideas. Both live in the public support repository.
What does the price do at 1.0?
Early Access is $20 and rises to $50 at the 1.0 release. Buy during Early Access and you keep every update at no extra cost. Early buyers are never charged again.