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Version: 0.6.3 · Archived

Frequently Asked Questions


Which AI clients are compatible?​

ClaudusBridge uses the Model Context Protocol (MCP), an open standard. It works with:

  • Claude Code (CLI)
  • Codex CLI (with the strict rmcp transport — fully supported as of 0.5.0)
  • Claude Desktop
  • ChatGPT (via MCP plugins)
  • Cursor IDE
  • Windsurf
  • Any MCP-compatible client

You are not locked into any single AI provider.


Does it require a subscription or API keys?​

No. ClaudusBridge is a one-time purchase. It runs 100% locally on your machine — no cloud services, no API keys, no recurring fees. Your AI client may have its own costs, but ClaudusBridge itself has zero ongoing charges.


Which Unreal Engine versions are supported?​

ClaudusBridge requires Unreal Engine 5.7, supports development on Windows, Linux, Mac, and targets Windows, Mac, Linux.


Is the full C++ source code included?​

Yes. You get the complete source code for the entire plugin — all 40+ manager classes, the MCP server, the router, the dashboard UI, the per-session event queue, the always-on internal watcher, the Neural Cortex, the auto-generated documentation pipeline, and all tool schemas. You can extend, modify, or learn from it freely.


What can ClaudusBridge actually do?​

ClaudusBridge provides 567+ tools across 50+ categories:

  • Blueprints: Create nodes, variables, functions, wire graphs, compile
  • Materials: Create materials, expressions, instances, recompile
  • Actors: Spawn, transform, configure properties and components
  • Niagara: Build VFX systems, emitters, modules, renderers
  • Widgets: Create UMG UI, set properties, bind events, animations
  • Sequencer: Create cinematics, add tracks, control playback
  • Procedural Mesh: Generate geometry, boolean operations, sculpting, fracture
  • MetaSound: Build procedural audio graphs
  • AI Vision: WebRTC /preview stream + structured perception (ai_perceive, ai_vision_stream, get_vision, get_cognitive_map, scan_360, proximity_alert)
  • AI Navigation: Smooth camera movement, orbit, WASD-style navigation, fly_to_actor with collision avoidance
  • AI Engineering: Survey, build, verify, audit construction workflows
  • NNE: GPU inference via Tensor Cores for ONNX models
  • Editor Events + Agent Bus: subscribe_events, poll_editor_events, publish_agent_event, record_feedback — multi-agent coordination, self-improvement loop
  • And much more: Animation, Physics, Landscape, Audio, Navigation, Data Tables, MVVM, BlueprintLisp, Source Control...

How is it different from other AI editor plugins?​

FeatureClaudusBridgeTypical Competitors
ProtocolOpen MCP standard (spec 2025-03-26)Proprietary
AI Client Lock-inNone — use any MCP clientOften locked to one
Tool Count567+20–50 typical
Multi-AgentPer-session events + agent_message busSingle-agent only
Visual VerificationBuilt-in watcher closes the verification gapTool calls trusted blindly
Self-Improvementrecord_feedback + feedback.jsonl accumulates plugin-improvement signalNone
Architecture100% local, no cloudOften requires cloud
Source CodeFull C++ source includedUsually closed
PricingOne-time purchaseOften subscription

Is my data sent to the cloud?​

No. ClaudusBridge communicates only over localhost. Your project data never leaves your machine through ClaudusBridge. The AI client you use may have its own data handling policies.


Can I extend ClaudusBridge with custom tools?​

Yes. The architecture is designed for extensibility:

  1. Create a new Manager class (C++)
  2. Register commands in ClaudusBridgeModule.cpp
  3. Add tool metadata in Resources/tool_schemas/
  4. Recompile — your new tools appear automatically

See the Connecting Your AI Client guide for the full developer flow.


Does it work in packaged/shipping builds?​

No. ClaudusBridge is an Editor-only plugin (Module Type: Editor). It is not included in packaged builds and has zero impact on your game's runtime performance or shipping size.


What port does it use?​

The MCP server runs on port 3000 by default. You can change this in Project Settings > Plugins > ClaudusBridge.


Can multiple AI clients connect simultaneously?​

Yes — this is a first-class capability as of 0.5.0. Each connecting agent passes a unique session string in subscribe_events and poll_editor_events. Subscriptions are stored per-session, events are fanned out to every session subscribed to that type at insert time, and publish_agent_event enables agent-to-agent messaging on the same per-session queue.

Recommended convention: use the same string for clientInfo.name in initialize, session in subscribe / poll, and from_session in publish_agent_event so logs, dashboards, and event payloads all line up under one name.

This makes Claude Code, Codex CLI, Cursor, Windsurf, and any custom watcher / specialist agents able to work in parallel on the same Unreal session without stepping on each other. See Multi-Agent Coordination for swarm patterns.


What is the "verification gap" and how does ClaudusBridge close it?​

MCP tools return status: success based on whether the API call returned normally. They do not verify that the visual / structural result actually matches the intent. Examples of silent failures:

  • spawn_actor reports success but the actor was placed inside a static mesh and is invisible.
  • set_material_parameter reports success but the edited material instance isn't the one applied to the visible mesh.
  • compile_blueprint reports success but emitted warnings that change runtime behavior.
  • add_widget reports success but the widget is at z-order 0 behind another widget.

ClaudusBridge closes this gap with three coordinated watchers:

  1. C++ Internal Watcher — Always-on, runs from plugin load. Inspects every editor event and fires three pattern rules (compile loops, PIE crash-on-start, actor leaks). Calls record_feedback directly.
  2. Visual Watcher Sub-Agent — Mandatory canonical setup. Every connecting AI client spawns a sub-agent using the prompt at Saved/ClaudusBridge/watcher_subagent.prompt.md. The sub-agent observes /preview?bare=1 and reports observations on channel watcher.observation.
  3. Python Watcher Daemon — Optional persistent process for unattended verification. Pure stdlib, JSON logs, exponential-backoff reconnect.

When any watcher detects a discrepancy, it logs to Saved/ClaudusBridge/feedback.jsonl and broadcasts on the agent_message bus. The accumulating JSONL file is the canonical source of plugin-improvement signal across editor sessions.


What is Saved/ClaudusBridge/ and what files end up there?​

Auto-generated on every MCP initialize (idempotent — files only regenerate when content changes):

FilePurpose
CLAUDE.mdPlugin architecture + full tool reference for AI assistants
UE5_EDITOR_CONTROLS.mdUE5 keyboard / mouse shortcut reference for agents driving the editor through /preview
watcher_subagent.prompt.mdMandatory canonical sub-agent prompt for visual watching
claudusbridge_watcher.pyPersistent watcher daemon (Python stdlib)
claudusbridge_offline.pyStandalone MCP stdio server for offline tools

Generated as plugin output; safe to delete (the plugin will rewrite them).

Accumulating data:

FilePurpose
feedback.jsonlPlugin-improvement signal — append-only, written by record_feedback

How do I report bugs or request features?​

For bugs and feature requests, post on the Galidar Studio Discord.

For automatic plugin-improvement signal, your agents should call record_feedback whenever they notice a tool that didn't behave as expected, a tool they wished existed, a visual mismatch caught by the watcher, or any friction worth feeding back. The accumulating feedback.jsonl is reviewed regularly and turned into new tools, fixes, and schema improvements.