ue-prism
把 Unreal 项目像棱镜一样分光解析——日志、性能、资产引用,交给 AI agent 逐条检验。
ue-prism 是一个面向 Unreal Engine 的 MCP(Model Context Protocol)诊断服务器:让 AI agent 读取并分析编辑器 / cook / package 日志(报错归因)、场景与资产开销(性能优化建议)、资产引用链(迁移决策),所有结果结构化返回、机器可读。
能做什么
- 日志诊断:聚合 Error/Warning,把 cook/package 报错归因到具体资产。
- 性能审计:静态规则报告(资产体积 / 纹理尺寸 / 网格 LOD / 光源重复等)+ 批量度量。
- 引用链分析:递归某资产的
uses(迁移要带走的依赖闭包)/used_by(谁依赖它),按类聚合数量与体量。 - 迁移套件:资产改名 / 移动 / 同工程复制,默认 dry-run 预览,写操作需双钥确认。
- 零配置多工程:编辑器侧自动注册,agent 用
list_projects发现、按project=选择,MCP 配置里不写任何工程路径。
怎么用
前置:Unreal Engine 5.0+,启用 Python Editor Scripting;本机 Python ≥3.10。
# 1. 安装
pip install ue-prism
# 2. 给某个 UE 工程装上 bridge 插件(免编译),然后重启该工程编辑器
prism plugin-install --project "D:/Path/To/YourProject"
# 3. 把 MCP 注册项写进你的 agent 客户端配置(幂等,零工程路径)
prism setup --client codex # 可选 codex / opencode / cursor / claude / claude-code / all
装好后在 agent 里直接问:
- 「列出当前连接的 UE 工程,各自加载了哪些地图?」
- 「把最近编辑器日志里的 Error/Warning 归类,指出可疑原因。」
- 「分析 /Game/.../Foo 的依赖闭包,迁移要带走哪些资产、总共多大?」
配置写错了想撤销:
prism setup --client <客户端> --uninstall;只想预览不实际改:加--dry-run。
工作原理(一句话)
agent ⇄ stdio ⇄ prism server(纯 Python,不碰引擎)⇄ 文件总线 ⇄ bridge(编辑器内 Python,主线程轮询)⇄ domain(只用 unreal API + 标准库)。三层解耦,覆盖 UE 5.0–5.8+,编辑器崩溃不拖累外部进程。
运行要求
- Unreal Engine 5.0+,启用 Python Editor Scripting(launcher 安装自带)。
- server 侧:Python ≥3.10 + MCP Python SDK(锁 2.x),无引擎依赖。
- 编辑器侧:UE 内嵌 Python(随版本 3.7–3.11)。
文档
安装与使用见 docs/SETUP.md;测试体系与各功能覆盖矩阵见 docs/TESTING.md。
License
MIT © Za0Shu1
Unreal® 与 Unreal Engine® 为 Epic Games, Inc. 注册商标。本项目与 Epic Games 无关联,亦未获其背书。
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