Forge Ue5
AI-powered debugging and architecture assistant for UE5 C++ developers. Paste nothing — Forge reads it.
Install / Use
/learn @TheForgeDev/Forge Ue5Quality Score
Category
Development & EngineeringSupported Platforms
README
Forge — UE5 Dev Agent
An AI-powered debugging and architecture assistant for Unreal Engine 5 C++ developers.
Forge diagnoses crashes, reviews code, spots multiplayer security vulnerabilities, and guides architecture decisions — powered by 30 knowledge files covering the full UE5 C++ ecosystem.
"Paste nothing. Forge reads it."
With MCP active, Forge reads your Output Log, build errors, and C++ files directly from your editor. No copy-paste, no context switching.
What Forge Does
- OOM-Safe crash & error diagnosis — Forge reads 5GB+ Output Logs using memory-safe streaming queues (zero RAM bloat), categorizes errors, and gives you the root cause in seconds
- Code review — safety, UE5 standards, performance, multiplayer security scan
- Architecture consulting — "where does this go?" with decision tables
- System analysis — paste multiple files, Forge analyzes them as a unified system
- Version migration warnings — tells you what breaks when upgrading UE versions
- Multiplayer security scan — unauthorized Server RPCs, unreplicated state, ownership issues
- Teaching mode — explains why a bug happened, not just the fix
- Session memory — remembers previously found issues across conversations
- Accessibility (VI) mode — full screen-reader support for visually impaired developers
Setup (5 minutes)
Step 1 — Clone
git clone https://github.com/TheForgeDev/forge-ue5
cd forge-ue5
Step 2 — Install
pip install mcp httpx
Step 3 — Enable Remote Control API in UE5
Edit → Plugins → Remote Control API → Enable → Restart Editor
Step 4 — Configure Claude Desktop
Open your Claude Desktop config file:
- Windows:
%APPDATA%\Claude\claude_desktop_config.json - macOS:
~/Library/Application Support/Claude/claude_desktop_config.json
Add Forge:
{
"mcpServers": {
"forge-ue5": {
"command": "python",
"args": ["C:/forge-ue5/server.py"],
"env": {
"UE_PROJECT_PATH": "C:/MyUE5Project"
}
}
}
}
Replace paths with your actual locations.
Step 5 — Restart Claude Desktop
Forge will appear as a connected tool. No files need to be uploaded to Claude Projects.
Step 6 — Start your first conversation
UE5 version: 5.4
Platform: PC
Project type: multiplayer game
Experience: intermediate C++
How It Works
Lazy Knowledge Loading
Forge doesn't load all 30 knowledge files upfront. Instead, it loads only what's needed:
You: "My GAS ability isn't activating after respawn"
Forge: reads knowledge/gas.md → analyzes your specific issue
You: "Now my Chaos Vehicle only goes backward"
Forge: reads knowledge/chaos_vehicles.md → different module, loaded fresh
Token usage:
- Without MCP (manual): ~150K tokens (all files loaded)
- With MCP lazy loading: ~10-15K tokens per conversation
The "Brain" vs The "Nervous System"
Claude is the reasoning engine — but out-of-the-box LLMs hallucinate UE5 C++ APIs. Forge acts as the nervous system: it provides the eyes (Remote Control API), the hands (file reading), and the strict rulebook (30 specialized knowledge files) so the LLM never guesses — it references.
Session Memory
Forge remembers what it finds across conversations:
Week 1: Fixed InitAbilityActorInfo missing in MyCharacter.cpp → saved
Week 2: Analyzing MyVehicle.cpp
Forge: "InitAbilityActorInfo was also missed in MyCharacter.cpp
(March 14). Checking MyVehicle.cpp for the same pattern..."
Session data is stored locally in .forge_session.json — never leaves your machine.
Available Tools
| Tool | What it does |
|---|---|
| read_knowledge(topic) | Load a knowledge module on demand |
| get_project_info | UE5 version, project name, connection status |
| analyze_output_log | Read and categorize errors from Output Log |
| get_build_errors | LNK, C2xxx, UHT compiler errors |
| get_blueprint_errors | Blueprint compile failures |
| get_active_plugins | Active plugins from .uproject |
| get_cpp_file(path) | Read a C++ file for code review |
| get_crash_dump | Most recent crash report |
| get_shader_errors | Material/shader compilation failures |
| read_saved_log(n) | Read a specific log from Saved/Logs/ |
| get_session_memory | Load previously found issues for this project |
| save_session_finding | Save a finding to session memory |
Knowledge Base (30 Modules)
| Topic keyword | Coverage |
|---|---|
| gas | GAS setup, InitAbilityActorInfo, AttributeSet, replication |
| multiplayer | Replication, RPC, authority, Online Subsystem |
| security | Server RPC validation, exploit patterns, ownership |
| vehicle | Chaos Vehicles setup, 7 error patterns |
| save | Save/Load system, serialization, inventory |
| animation | IK Retargeter, Motion Matching, Mixamo |
| blueprint | All UPROPERTY/UFUNCTION specifiers |
| architecture | GameMode/State/Controller decisions, Subsystems |
| devenv | VS setup, Live Coding, IntelliSense |
| lumen | Lumen/Nanite console variables, artifacts |
| material | Materials, shaders, HLSL custom nodes |
| world_partition | Streaming, data layers, HLOD |
| input | Enhanced Input System, migration from legacy |
| ui | UMG, BindWidget, CommonUI, 3D widgets |
| packaging | Cook errors, "works in editor fails packaged" |
| threading | Async patterns, TWeakObjectPtr in lambdas |
| versions | UE5.0→5.5 breaking changes |
| ai | Behavior Trees, EQS, custom tasks |
| audio | MetaSounds, attenuation, audio debugging |
| plugin | Plugin development, module boilerplate |
Example Conversations
Crash diagnosis:
"My game crashed. Can you analyze the log?"
→ Forge reads Output Log directly, categorizes errors, gives root cause
Code review:
"Review MyCharacter.cpp for multiplayer security issues"
→ Forge reads the file, runs security scan, flags RPC validation gaps
System analysis:
"Here are my GAS setup files — what will break as the project grows?"
→ Forge loads gas knowledge, analyzes files as a system, flags weak points
Version migration:
"I'm upgrading from UE5.3 to 5.4. What should I check?"
→ Forge loads versions knowledge, lists breaking changes relevant to your code
Accessibility Mode
For developers using screen readers (NVDA, JAWS, VoiceOver):
enable VI mode
Output becomes screen-reader friendly: code blocks described before displaying, errors explained in 3 structured layers, symbols replaced with words.
Disable with: disable VI mode
Works with Other AI Tools
server.py is a standard MCP server — works with any MCP-compatible client:
| Tool | Config location |
|---|---|
| Claude Desktop | %APPDATA%/Claude/claude_desktop_config.json |
| Cursor | .cursor/mcp.json in project root |
| Windsurf | ~/.config/windsurf/mcp.json |
| VS Code | .vscode/mcp.json |
Note: Knowledge files and session memory work best with Claude, which understands the Forge system prompt context.
Forge vs Other UE5 AI Tools
| | Forge | UnrealClaude / unreal-mcp | |---|---|---| | Editor control (spawn actors, edit BP) | Planned (Phase 2) | Yes | | Crash log analysis | Yes | Partial | | UE version migration warnings | Yes | No | | Multiplayer security scan | Yes | No | | Architecture consulting | Yes | No | | Session memory | Yes | No | | Teaching mode | Yes | No | | Deep domain knowledge (30 modules) | Yes | No | | Token efficient (lazy loading) | Yes | N/A | | Installation | pip install | Plugin + npm |
Forge and editor control tools are complementary. Use both for best results.
Contributing
Pull requests welcome. To add a knowledge module:
- Create
knowledge/UE5_[Domain]_Guide_v1.0.md - Add the topic → filename mapping to
KNOWLEDGE_MAPinserver.py - Follow the existing format: overview, C++ setup, common errors, debug commands, agent rules
- All content in English
- Submit PR with a brief description
Roadmap
- [x] Core knowledge base (30 files)
- [x] MCP server with diagnosis tools
- [x] Lazy knowledge loading
- [x] Session memory
- [ ] Editor control tools (Phase 2 — fork of UnrealClaude)
- [ ] Git diff analysis ("what will this commit break?")
- [ ] Pre-commit security scan
- [ ] Test suite — 25-question benchmark
- [ ] Phase 3: Active Control Architect (v2.0) — Evolving beyond passive debugging. Integrating Model Predictive Control (MPC) solvers (OSQP) to let Forge actively optimize robotic locomotion, advanced vehicle dynamics, and GAS-driven physics directly in the engine.
License
MIT — free to use, modify, and distribute. Token costs are always the user's own.
Forge grew from a simple question: why does the same GAS crash take every developer hours to find, when the answer is always the same? The goal: put 30 files of accumulated UE5 C++ knowledge into every developer's context window.
