By wilddogjp
Inspect and safely edit Unreal Engine .uasset/.umap files using the BPX CLI tool. Analyze blueprints, properties, data tables, enums, materials, localization, and more with dry-run and backup support for asset management and refactoring.
BPX `blueprint` command skill. Inspect and analyze blueprint exports, bytecode, and graph data.
BPX `class` command skill. Inspect one class export payload/header by index.
BPX `datatable` command skill. Read DataTable-family rows and update DataTable rows.
BPX `dump` command skill. Dump package summary/name/import/export tables in structured formats.
BPX `enum` command skill. List enum exports or update existing enum values.
Own this plugin?
Verify ownership to unlock analytics, metadata editing, and a verified badge. GitHub access is read-only (username + org membership).
Sign in to claimOwn this plugin?
Verify ownership to unlock analytics, metadata editing, and a verified badge. GitHub access is read-only (username + org membership).
Sign in to claimBased on adoption, maintenance, documentation, and repository signals. Not a security audit or endorsement.
bpx)
A safety-first CLI for reading and editing Unreal package assets (.uasset, .umap) without launching Unreal Editor.
BPX is designed for automation and scripting workflows where binary safety matters: unknown bytes are preserved, no-op round-trip stays byte-identical, and unsupported/high-risk operations fail explicitly.
BPX runs on Windows, macOS, and Linux.
# Windows
winget install --id WilddogJP.OpenBPX --exact
# Debian / Ubuntu (WSL)
curl -fsSL https://raw.githubusercontent.com/wilddogjp/openbpx/main/scripts/install-bpx-from-release.sh | bash
# macOS
HOMEBREW_DEVELOPER=1 brew install --formula https://raw.githubusercontent.com/wilddogjp/openbpx/main/packaging/homebrew/openbpx.rb
[!IMPORTANT] This project is under active development. Expect breaking changes as we march toward v1.0.
# Show help and version
bpx --help
bpx version
# Inspect an asset
bpx info ./Sample.uasset
bpx validate ./Sample.uasset --binary-equality
# Read properties
bpx prop list ./Sample.uasset --export 1 --format json
# Safe write flow example
bpx prop set ./Sample.uasset --export 1 --path "MyValue" --value '123' --dry-run
bpx prop set ./Sample.uasset --export 1 --path "MyValue" --value '123' --backup
For humans: inspect package metadata, exports/imports, properties, DataTables, and Blueprint data from a single CLI.
For automation and AI agents: use structured output (json/toml) and deterministic safety-first write flows (--dry-run, --backup, validate).
FileVersionUE5=1000..1018)amd64, arm64)BPX plugins include bundled bpx binaries for Linux, macOS, and Windows (amd64/arm64), so a separate CLI install is optional for agent use.
Add OpenBPX as a Git marketplace, then install the openbpx plugin from that marketplace.
In the Codex app:
wilddogjp/openbpx.main.openbpx.Do not search for openbpx in the default official catalog; it is provided by the added OpenBPX marketplace.
CLI equivalent:
codex plugin marketplace add wilddogjp/openbpx --ref main
codex plugin add openbpx@openbpx
If you added the marketplace before the plugins/openbpx layout was introduced, refresh it before reinstalling:
codex plugin marketplace upgrade openbpx
codex plugin add openbpx@openbpx
Local repository use:
claude plugin marketplace add .
claude plugin install openbpx@openbpx
# Windows
winget install --id WilddogJP.OpenBPX --exact
# Debian / Ubuntu (one-command installer with checksum verification) / WSL
curl -fsSL https://raw.githubusercontent.com/wilddogjp/openbpx/main/scripts/install-bpx-from-release.sh | bash
# macOS (Homebrew formula hosted in this repository)
# Homebrew blocks URL/path formula install by default, so enable developer mode for this command.
HOMEBREW_DEVELOPER=1 brew install --formula https://raw.githubusercontent.com/wilddogjp/openbpx/main/packaging/homebrew/openbpx.rb
Official release artifacts are published on GitHub Releases.
git clone https://github.com/wilddogjp/openbpx.git
cd openbpx
go build ./cmd/bpx
npx claudepluginhub wilddogjp/openbpx --plugin openbpxFast code index for Unreal Engine projects — search types, members, files, assets, and grep across AngelScript, C++, and Blueprints via MCP tools.
Blender automation toolkit with CLI for geometry, materials, modifiers, collections, animation retargeting, and WebSocket-based real-time control
Develop, test, and automate Unreal Engine 5.x projects (WIP). Covers PlayUnreal automation, Remote Control API, Automation Driver, and CI-friendly E2E workflows. PlayUnreal: https://github.com/Randroids-Dojo/PlayUnreal
Server-agnostic field manual for AI agents driving Unreal Engine 5.7 / 5.8 through MCP. Engine-level reflection gotchas, crash patterns, subsystem-specific quirks (Niagara, MetaSound, Materials, Lumen, UMG, audio), the Python-to-MCP data channel workaround, transport requirements, and verify-after-mutate patterns. Works with any MCP server that exposes UE5 functionality — Epic's official ModelContextProtocol plugin, custom servers, or anything else.
Commands for game development workflows
Build s&box games by talking to Claude. Bundles the Claude Bridge MCP server, a screenshot-driven game-dev workflow skill, and an optional sbox-game-dev specialist agent. The s&box editor addon must be installed separately (see README).