Bionics
MCP server for controlling Unreal Engine 5 with 199 tools across 37 categories, including Blueprint analysis, animation pipeline, and async tasks.
README
Bionics
An AI agent that controls Unreal Engine 5 with 199 tools.
One prompt → AnimGraph wired, Blueprints validated, assets spawned, PIE tested. The animation-pipeline layer no other UE5 AI tool ships.
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See docs/demos/ for the BPDoctor hero GIF (T1.A) and the 4-minute "One Prompt Full Locomotion" demo script (T1.B).
What it does
- 199 tools across 37 categories — UE5 actors, Blueprints, AnimGraphs, StateTrees, Control Rigs, Niagara, audio, materials, PIE, rigging, retargeting, EventGraph (K2), Linked Anim Layers, async tasks, session progress tracking, divine_powers NL→UE5 entry point
- Native C++ bridge (BionicsBridge plugin) — architecturally expected ~5-20ms (in-process JSON-RPC over loopback HTTP) vs ~100-400ms for Python multicast remote-exec; benchmark pending. See
plugins/BionicsBridge/README.mdfor the technical breakdown. - MCP server (FastMCP 2.11+ / 3.x) — drops straight into Claude Code, Cursor, Windsurf, or any MCP-aware client. Full MCP 2025-11-25 spec: annotations,
outputSchemaon query tools, async Tasks for long-running ops. - BPDoctor — 34-check static analysis with auto-fix for Blueprint/AnimBP errors (missing MM schema, dead cached poses, unconnected slots, empty state machines, blend-weight sum violations, etc.).
- Full AAA animation pipeline — Motion Matching schema setup, IK Rig + IK Retargeter creation, batch retargeting of N animations, Linked Anim Layer AnimBPs, Control Rig asset creation and AnimBP binding.
- Watch Mode — read-only screen-analysis loop with TTS overlay that explains UE5 systems while you work.
- Persistent memory with optional sqlite-vec semantic search — cross-session SQLite memory and proven-sequence warm-starts. Opt-in vector search via
pip install bionics-agent[vector,embeddings_local]. - Sub-agent fan-out — named
AgentDefinitions with tool subsets +dispatch_parallelfor multi-perspective plans, critic ensembles, or parallel research. - OpenTelemetry — opt-in
BIONICS_OTEL_ENABLE=1emits OTLP spans per tool call. - 3-tier safety + lifecycle hooks + guardrails — safe / moderate / destructive, with confirmation gates and PreToolUse / PostToolUse / Stop hooks.
Highlights (copy-paste ready)
Bearer-token auth on the C++ bridge
# C++ plugin auto-generates a 256-bit token and writes it to:
# <ProjectDir>/.bionics-bridge/instance.json
# The Python side auto-reads that file — you don't have to configure anything.
# To force a known token (CI):
export BIONICS_BRIDGE_TOKEN=my-known-token
CORS on the /bridge endpoint is locked to http://127.0.0.1 — browser-origin requests from another page cannot use a stolen token.
Session resume after a crash
from core.agent import AgentCore
agent = AgentCore(state_machine, safety, capture, executor)
sessions = agent._session.list_sessions() # all saved sessions
resumable = agent._session.list_running_sessions() # just the ones that crashed mid-run
if resumable:
agent.resume_from_session(resumable[0]["id"]) # continues exactly where it died
Sub-agent fan-out (parallel multi-perspective)
from core.agent_definitions import AgentDefinition, dispatch_parallel_sync
planner = AgentDefinition(name="planner", system_prompt="Decompose the task.", tools=["list_tools"])
critic = AgentDefinition(name="critic", system_prompt="Find risks in the plan.")
plan, critique = dispatch_parallel_sync(
[planner, critic],
["Build combat locomotion for Sworder:721"], # broadcast one prompt to both
)
Force Claude to emit a tool call (never free-text)
from core.agent_definitions import AgentDefinition
pinned = AgentDefinition(
name="structured",
tools=["my_schema_tool"],
tool_choice={"type": "tool", "name": "my_schema_tool"}, # or "any" / "required"
)
OTel observability
# Opt-in, exports OTLP spans per tool call
export BIONICS_OTEL_ENABLE=1
export OTEL_EXPORTER_OTLP_ENDPOINT=http://localhost:4318 # Tempo / Jaeger / any OTLP receiver
python mcp_server.py
Span attrs: bionics.tool.{name,category,safety_tier,ok,elapsed_ms,arg_count}.
Vector memory (opt-in)
pip install -e ".[vector]" # sqlite-vec
pip install -e ".[embeddings_local]" # + sentence-transformers (~80 MB model)
from core.memory import BionicsMemory
from core.embeddings import HashEmbedder # zero-dep, deterministic
# from core.embeddings import LocalEmbedder # quality upgrade, 80 MB model
store = BionicsMemory(embedder=HashEmbedder())
store.remember("task_outcome", "ANIMATION", "mm_setup_v1", {"worked": True})
hits = store.search("motion matching locomotion", mode="semantic", limit=5)
# each hit has .distance (lower = closer)
Voyager-style self-verification (retry proven sequences)
from core.tool_cache import get_tool_cache
cache = get_tool_cache()
hit = cache.replay_with_verification(
topic="ANIMATION",
prompt="build motion matching for the trooper",
execute_fn=lambda seq: my_executor.run(seq), # returns bool
max_attempts=3,
)
# Each failed sequence has its confidence decayed — stale sequences self-heal out.
Async task manager (long-running UE5 ops)
from core.bridge import ToolGate
gate = ToolGate(); gate.set_bypass_safety(True)
task_id = gate.execute("bionics_task_submit", {"tool_name": "ue5_live_coding", "args": {}}).data["task_id"]
# ...returns immediately, work runs on a thread pool...
status = gate.execute("bionics_task_status", {"task_id": task_id}).data
# When status.status == "completed":
result = gate.execute("bionics_task_result", {"task_id": task_id}).data
Quick start
# 1. Clone
git clone https://github.com/itsribbZ/Bionics.git
cd Bionics
# 2. Install in editable mode (exposes `bionics`, `bionics-gui`, `bionics-mcp` CLI commands).
# Requires Python 3.12+ (3.14 tested). Optional extras unlock observability and vector memory.
pip install -e .
# ...or, for a dev contributor install with pytest/ruff/mypy:
# pip install -e ".[dev]"
# ...or with OTel + sqlite-vec enabled:
# pip install -e ".[otel,vector]"
# 3. Set your Anthropic API key
# Windows: setx ANTHROPIC_API_KEY sk-ant-...
# Linux/Mac: export ANTHROPIC_API_KEY=sk-ant-...
# 4. Copy the config template and set your paths
cp config.yaml.example config.yaml
# (edit config.yaml — at minimum set paths.ue5_project to your .uproject directory)
# 5. Run one of three modes
python main.py # PyQt6 GUI (Auto Mode + Watch Mode)
python mcp_server.py # MCP stdio/HTTP server (for Claude Code etc.)
python cli.py list # Command-line tool runner
Optional (recommended for UE5 workflows): build the BionicsBridge C++ plugin into your UE5 project to drop tool-call latency — architecturally expected ~5-20ms (in-process loopback HTTP) vs the ~100-400ms of Python remote-exec; benchmark pending. See plugins/BionicsBridge/README.md.
Requirements
| Requirement | Version |
|---|---|
| Python | 3.12+ (3.14 tested) |
| OS | Windows 10/11 (full support). Mac/Linux partial — pywinauto and keyboard are Windows-only; cross-platform port tracked. |
| UE5 | 5.4+ (5.7 tested). "Python Editor Script Plugin" + "Web Remote Control" must be enabled for the Python fallback path. |
| Anthropic API key | Sonnet 4.5 recommended |
| Visual Studio (optional) | Required only to build the BionicsBridge C++ plugin |
Connecting to Claude Code
Add Bionics as an MCP server. At your project root (or globally in ~/.claude/.mcp.json):
{
"mcpServers": {
"bionics": {
"command": "python",
"args": ["<ABSOLUTE_PATH_TO_BIONICS>/mcp_server.py"],
"cwd": "<ABSOLUTE_PATH_TO_BIONICS>"
}
}
}
Restart Claude Code. All 199 tools show up as native tool-use.
Tool categories
All 37 categories, live-measured from the registry (register_all() → 199 tools). Run python cli.py list for the full per-tool listing.
| Category | Tools | What it does |
|---|---|---|
input |
9 | click, type, hotkey, drag, scroll, mouse control |
capture |
3 | screenshot, region capture, monitor listing |
vision |
3 | template match, OCR, wait-for-image |
system |
7 | windows, clipboard, processes, system info |
general |
1 | wait |
meta |
5 | list / describe tools, categories, config, version |
plans |
4 | save / list / load / execute multi-step automation plans |
memory |
7 | persistent cross-session + Voyager tool-cache |
tasks |
6 | async task manager — submit / status / result / cancel / list / clear |
audit |
5 | audit-log tail + session listing / resume / progress |
bionics |
1 | divine_powers NL→UE5 entry point |
bp_doctor |
2 | AnimBP Doctor CLI wrapper — locate + scan |
ue5_actor |
17 | spawn / query / delete / modify actors, properties, components, CVars, console |
ue5_blueprint |
15 | Blueprint graph CRUD + interfaces |
ue5_asset |
11 | asset create / save / delete / query + DataAsset bulk-set |
ue5_animgraph |
14 | AnimGraph node create / wire / query, state machines, Linked Anim Layer (C++ plugin) |
ue5_eventgraph |
5 | EventGraph (K2) events, function calls, variable nodes, pin wiring (C++ plugin) |
ue5_bpdoctor |
4 | 34-check Blueprint static analysis + auto-fix |
ue5_rigging |
4 | IK Rig + IK Retargeter + batch retarget |
ue5_retarget |
1 | native batch retarget (UE5.7 duplicate_and_retarget) |
ue5_autorig |
2 | fail-closed humanoid autorig + skeleton bone validation |
ue5_controlrig |
3 | Control Rig asset + AnimBP assignment |
ue5_niagara |
2 | VFX emitter spawn + user-exposed param bind |
ue5_audio |
2 | SoundWave import + SoundAttenuation configure |
ue5_statetree |
2 | StateTree inspection + task add |
ue5_material |
4 | material inspect / compile / scalar + vector set |
ue5_pie |
5 | Play-In-Editor start / stop / pause / resume / state |
ue5_native |
11 | C++ bridge status + native actor / asset / CVar / console ops |
ue5_runtime |
7 | level save / load / new, viewport capture, logs, project info, class hierarchy |
ue5_python |
2 | run Python code / file inside the editor |
ue5_build |
2 | Live Coding compile (native bridge + fallback) |
ue5_profiling |
3 | Insights trace start / stop + stat commands |
ue5_debug |
1 | native log tail |
ue5_widget |
2 | widget query + runtime widget listing |
ue5_uasvc |
2 | UE5 Asset Service — preflight + native skeletal import |
watch |
11 | Watch Mode start / stop / pause / resume / task / context / sessions |
market |
14 | MarketBot: PDF parse + Claude-generated posts |
Architecture
┌──────────────────────────┐
Claude Code / Cursor │ MCP (stdio / HTTP) │
Windsurf / CLI ─┤ mcp_server.py │
│ 199 tools registered │
└──────────┬───────────────┘
│
▼
┌──────────────────────────┐
│ core/bridge.py │
│ ToolRegistry, Gate, │
│ Safety tiers │
└──────────┬───────────────┘
│
┌─────────────────────────┼─────────────────────────┐
▼ ▼ ▼
┌───────────────┐ ┌──────────────────────┐ ┌────────────────────┐
│ core/agent.py │ │ UE5 Remote Control │ │ BionicsBridge │
│ Auto Mode │ │ HTTP :30010 (~400ms) │ │ C++ plugin │
│ Watch Mode │ │ Python RE socket │ │ :8090 JSON-RPC │
│ divine_powers│ │ :9998 (fallback) │ │ ~5-20ms native │
└───────────────┘ └──────────────────────┘ └────────────────────┘
Latency figures above (~400ms RE / ~5-20ms native) are architectural estimates, not measured benchmarks — a benchmark is pending.
Pre-built plans
The plans/ directory contains automation scripts runnable via python cli.py run <plan_name> or the GUI's Plan Library. Most shipped plans reference the Sworder:721 project — use them as templates rather than running them verbatim. New project-agnostic plans are queued on the roadmap.
Safety
Every destructive tool runs through a 3-tier gate:
| Tier | Examples | Default |
|---|---|---|
| safe | mouse_move, screenshot, read_screen, query tools |
no confirm |
| moderate | click, type_text, hotkey, open_file |
1 confirm |
| destructive | ue5_delete_asset, delete_actor, overwrite_file |
2 confirms |
Under MCP (no GUI), destructive tools require explicitly setting BIONICS_MCP_ALLOW_DESTRUCTIVE=1 in the environment.
Testing
pytest tests/ # 580+ tests — core modules, tool registry (locked reads + summary), safety, UE5 rigging, memory, integration, OTel, task manager (DESTRUCTIVE gate + future-snapshot wait + auto-evict + clear tool), session (traversal guard), vector memory, sub-agent fan-out (DESTRUCTIVE gate + async-context-safe sync wrapper), Voyager verification
Status
- Version: 0.8.4 (2026-05-29) — autorig now builds the 7-chain retarget canon (was 9) with
len(CHAINS)as the single source of truth, live-verified against UE5 5.7 over the:8090bridge; see CHANGELOG.md for the full history. 582-test suite (collect-verified). - Stability: v1.0 hardening in progress (see hellscape audit roadmap)
- Active development
Roadmap
Short term: the internal hellscape audit (memory snapshot at project_hellscape_audit_2026-04-23.md) lays out T0 ship blockers, T1 WWZ-launch assets, T2 SOTA 2026 parity (native tool-use protocol, session resumability, lifecycle hooks, vector memory, subagent fan-out, MCP Tasks/Sampling/annotations), T3 moat deepening (Reflexion, zoom-before-click, Process Reward Models, internal eval harness), T4 ecosystem/community.
Contributing
Contributions welcome. The codebase is split cleanly between:
core/— agent loop, executor, capture, safety, state, memory, verification, bridgebionics_tools/— tool modules (grouped by category)plugins/BionicsBridge/— UE5 C++ plugingui/— PyQt6 interfacesplans/— pre-built automation sequencestests/— pytest suite
Tool authoring is a single @bionics_tool decorator — see bionics_tools/ue5_niagara.py for a minimal example (2 tools, 192 lines).
License
All rights reserved. Source available for portfolio review; not licensed for reuse. See LICENSE.
Links
- BionicsBridge (C++ plugin, native latency):
plugins/BionicsBridge/README.md - Anthropic Claude API: https://docs.anthropic.com
- Model Context Protocol: https://modelcontextprotocol.io
- FastMCP: https://gofastmcp.com
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