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Fathom-UnrealEngine

The Unreal Engine companion plugin for Fathom. Provides UE5-specific project analysis that Fathom surfaces to AI agents.

Unreal Engine keeps much of its project data in binary formats (.uasset) that external tools cannot read. This plugin runs inside the UE editor to extract that data and make it available to Fathom, which in turn exposes it to agents via its MCP server and HTTP API.

You do not need to install this plugin manually. The Fathom Rider plugin bundles it and prompts you to install it. You can choose to install to the Engine (Engine/Plugins/Marketplace/, recommended) or the Game project (Plugins/ directory).

What it provides

  • Blueprint Audit: Extracts comprehensive Blueprint metadata (variables, components, graphs, timelines, widget trees, CDO overrides) into token-efficient Markdown files
  • Asset Reference Server: HTTP API for querying asset dependencies, referencers, fuzzy search, and metadata (ports 19900-19910)
  • On-Save Hooks: Automatically re-audits Blueprints when saved, and cleans up audit files when assets are deleted or renamed
  • Startup Stale Check: Background state machine detects and re-audits stale Blueprints on editor launch without freezing the UI
  • Commandlet Support: Run audits headless from the command line for CI/automation
  • Staleness Detection: MD5 hashes of .uasset files detect when audit data is out of date

Installation (Development)

For normal use, Fathom installs this plugin automatically. The instructions below are only for developing or debugging the plugin itself.

Symlink

# From your UE project directory (Junction doesn't require admin or Developer Mode)
New-Item -ItemType Junction -Path "Plugins\FathomUELink" -Target "path\to\Fathom-UnrealEngine"

Copy

Copy the FathomUELink plugin folder to your project's Plugins directory.

Usage

Commandlet (Recommended for CI/Automation)

Audit all Blueprints in the project:

UnrealEditor-Cmd.exe "path/to/Project.uproject" -run=BlueprintAudit -unattended -nopause

Audit a single Blueprint:

UnrealEditor-Cmd.exe "path/to/Project.uproject" -run=BlueprintAudit -AssetPath=/Game/UI/WBP_MainMenu -Output=audit.md

Output Location

  • All Blueprints: <ProjectDir>/Saved/Fathom/Audit/v<N>/Blueprints/<relative_path>.md
  • Single Blueprint: Specified via -Output or defaults to <ProjectDir>/BlueprintAudit.md

The v<N> segment is the audit schema version (FAuditFileUtils::AuditSchemaVersion). When the version is bumped, all cached files are automatically invalidated because no files exist at the new path.

On-Save (Automatic)

When the editor is running, the UBlueprintAuditSubsystem automatically re-audits Blueprints when they are saved.

Audit Output

The audit produces Markdown optimized for LLM consumption (more token-efficient than JSON). Each file includes a header block (name, path, parent class, hash), followed by sections for variables, components, event graphs, functions, widget trees, and more. Sections with no data are omitted. See the audit format reference for the full specification and examples.

Versioning

This plugin's VersionName in FathomUELink.uplugin is kept in sync with the Rider plugin's PluginVersion. The Rider plugin compares these at runtime to detect outdated installations. Do not bump the version here manually; use the bump script in the Fathom repo instead:

# From the Fathom repo root
.\scripts\bump-version.ps1 -Version X.Y.Z

See Fathom/docs/release.md for the full release process.

Requirements

  • Unreal Engine 5.x (tested with 5.7)
  • Editor builds only (not packaged games)

Documentation

  • Audit Format: Full Markdown output specification with examples
  • HTTP API: Asset reference server endpoints, parameters, and scoring
  • Architecture: Source tree, core files, module dependencies, and important notes
  • Development: Setup, testing, and cross-repo coordination

License

This project is licensed under the MIT License - see the LICENSE file for details.

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UE5 Bridge Plugin for Fathom (Rider Plugin)

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