VERSION 1.2.0 • UE 5.3 TO 5.8 • BLENDER 3.6 TO 5.2

AI for Unreal and Blender.
Every change is checked.

MifBridge lets Claude and other AI assistants work inside Unreal Engine and Blender. After every change, it looks at the editor to confirm the change really happened, and tells the AI exactly what it found.

See how it is tested →
MIFBRIDGEUE 5.7
LISTENING
:8847
ENDPOINTS
717
CALLS SHOWN
36 / 36
RECORDED
2026-09-13
  1. batchFAILED1.1 ms
  2. batchFAILED1.1 ms
  3. batchFAILED1 ms
  4. list_blueprintsREAD2.2 ms
  1. self_auditREAD9.1 ms
  2. self_auditREAD8.8 ms
  3. self_auditREAD8.2 ms
  4. self_auditREAD8.2 ms
  5. self_auditREAD9.3 ms
  6. self_auditREAD8.5 ms
  7. self_auditREAD8.3 ms
  8. self_auditREAD9 ms
  9. self_auditREAD11.9 ms
  10. self_auditREAD8.2 ms
  11. self_auditREAD8.1 ms
  12. self_auditREAD8.3 ms
  13. self_auditREAD8.8 ms
  14. self_auditREAD9 ms
  15. self_auditREAD9.1 ms
  16. self_auditREAD8.6 ms
  17. self_auditREAD8 ms
  18. self_auditREAD8.7 ms
  19. self_auditREAD9.4 ms
  20. self_auditREAD8.9 ms
  1. exec_consoleBLOCKED1 ms'exec_console' is refused: the MifBridge safety gate is in 'scratch' mode. This endpoint either persists to disk, takes the editor loop, or executes outside the
  2. set_cvarREFUSED1 msno console variable named 'mif.BridgeWriteMode'
  3. exec_consoleBLOCKED0.9 ms'exec_console' is refused: the MifBridge safety gate is in 'scratch' mode. This endpoint either persists to disk, takes the editor loop, or executes outside the
  1. export_assetWRITE9 ms
  2. export_assetWRITE8.8 ms
  1. import_assetBLOCKED0.9 ms'import_asset' is refused: the MifBridge safety gate is in 'scratch' mode. This endpoint either persists to disk, takes the editor loop, or executes outside the
  1. describe_endpointREAD8 ms
  1. list_level_actorsREAD1 ms
  1. run_console_capturedBLOCKED1 ms'run_console_captured' is refused: the MifBridge safety gate is in 'scratch' mode. This endpoint either persists to disk, takes the editor loop, or executes out
  1. invoke_editor_tabWRITE1.2 ms
  2. invoke_editor_commandBLOCKED0.9 ms'invoke_editor_command' is refused: the MifBridge safety gate is in 'scratch' mode. This endpoint either persists to disk, takes the editor loop, or executes ou
  3. send_editor_keyBLOCKED1 ms'send_editor_key' is refused: the MifBridge safety gate is in 'scratch' mode. This endpoint either persists to disk, takes the editor loop, or executes outside
The in-editor panel, redrawn. Every row is a real call recorded from a UE 5.7 test project on 2026-09-13, labeled by the panel’s own rules.
BY THE NUMBERSCOUNTED FROM THE CODE · 2026-10-15
717Unreal Engine commandseach one registered in the plugin's code
364Blender commandseach one registered in the add-on's code
1145MCP toolsthe commands as Claude and other AI apps see them
801automated teststest scripts in the repository
6Unreal versions tested5.3 to 5.8, none failed, 2026-09-28
HOW IT WORKS

It checks the editor
after every change.

When the AI asks for a change, MifBridge makes it, then looks at the editor to see what actually happened and reports that, including anything that came out different. When the AI asks for something it is not allowed to do, MifBridge refuses and says why. These are real refusals from recorded sessions.

  1. set_cvar · UE 5.7
    REFUSEDno console variable named 'mif.BridgeWriteMode'

    The AI tried to raise its own permission level through a console variable. There is no such switch: only a person can change the level, in the MifBridge panel or when starting the editor.

  2. import_asset · UE 5.7
    BLOCKED'import_asset' is refused: the MifBridge safety gate is in 'scratch' mode. This endpoint either persists to disk, takes the editor loop, or executes outside the

    Importing writes new files to disk, which the current level, scratch, does not allow. The rest of the message tells a person how to allow it.

  3. set_render_settings colorDepth=32, fileFormat=PNG · Blender 5.2.1 LTS
    REFUSEDcolorDepth '32' is not one the PNG format accepts: bpy_struct: item.attr = val: enum "32" not found in ('8', '16'). The enum's own item list reports 8, 10, 1...

    PNG images cannot be 32-bit. The reply names the bad value and the values that work, so the AI can fix its next try.

Copied word for word from the recorded sessions the panel above replays. Each message is its first line, shortened where the panel shortens it.

WHY IT’S CALLED MIFBRIDGE

The bridge of a ship.

A ship’s bridge is where the crew sees what is really going on and steers from. MifBridge does that job for an AI working in Unreal Engine or Blender.

  1. THE PROGRAMS

    Unreal and Blender are huge

    They can do almost anything, and they do exactly what they are told, mistakes included.

  2. THE AI

    An AI cannot see your screen

    It has read every manual, but it can only send commands and read the replies. It knows only what the replies tell it.

  3. MIFBRIDGE

    MifBridge tells it what really happened

    Every reply is read from the editor itself. Each command does one clear thing, every command is logged, and anything you have not allowed is refused.

Connecting an AI to Unreal is the easy part. The hard part is making sure it is told the truth, so every success report comes with what the editor actually shows.

WHAT YOU GET

What it does for you.

Four things that keep an AI from quietly breaking your project.

01

It checks every change

After each change, MifBridge reads the result back from the editor and reports exactly what it finds, including anything that came out different.

02

It rejects bad commands

A misspelled or impossible setting is refused with the values that work and the most likely fix, so the AI can correct itself.

03

You decide what it may do

Three levels: read (look only), scratch (it can make changes but cannot save them or run risky commands) and full. Only a person can change the level, in the editor.

04

Unreal and Blender, one setup

The MifBridge plugin works in Unreal Engine and the free MifBlender add-on works in Blender. The same MCP server drives both.

IN THE EDITOR

Real work, built this way.

See the showcase →
WHAT IT COVERS

What it can do in each program.

Browse every command →
COMPATIBILITY

Tested on each Unreal version.

All versions, Unreal and Blender →
VersionStatusTestsDetails
UE 5.3Tested295 test suites, none failed, 1 timed outDetails →
UE 5.4Tested322 test suites, none failed, 1 timed outDetails →
UE 5.5Tested322 test suites, none failed, 1 timed outDetails →
UE 5.6Tested322 test suites, none failed, 1 timed outDetails →
UE 5.7Tested333 test suites, none failed, 1 timed outDetails →
UE 5.8Tested312 test suites, none failed, 1 timed outDetails →
THE LOG

Where each number comes from.

Each number on this page, with the date it was measured and the file that records it. How each one is tested is on the verification page.

See how it is tested →
  1. Counts taken from the code

    717 Unreal Engine commands, 364 Blender commands, 1145 MCP tools, 801 automated tests.

    the version line in the README, checked before every release
  2. Blender tested on 5 versions

    3.6.23, 4.2.17 LTS, 4.4.0, 5.0.1, 5.2.1 LTS: all 298 test suites on each, none failed.

    tools/suite_results.json
  3. Unreal Engine 5.3 to 5.8 tested

    6 versions as Epic ships them, 295 to 333 test suites each, none failed, one on each stopped at the sweep's time limit.

    tools/ue_engine_sweep_results.json
  4. The Blender panel above, recorded

    21 commands in Blender 5.2.1 LTS, shown as they happened.

    content/blender_session.json
  5. The Unreal panel above, recorded

    36 commands on a UE 5.7 test project, shown as they happened.

    content/panel_session.json