Troubleshooting & FAQ
Common setup problems and the questions people ask while evaluating the plugin.
My agent isn't connecting
This is the most common issue. Work through these:
- The Unreal Editor must be open and the plugin enabled: the server runs inside the editor process. Confirm the green Server listening line in the PinWright Setup window.
- Launch order no longer matters. Clicking Install sets the connection up to recover on its own, so starting the agent before the editor (or vice versa) no longer needs a manual reconnect.
- Restart or reload the agent after configuring it. Most agents read their MCP config only at startup.
- Check the agent's config points at the right address. The setup window shows the resolved address; with the default per-project auto-derived port it is usually not
http://127.0.0.1:19880/mcp. - Some clients add project-file servers disabled by default (e.g. Cursor), so enable it in the client's MCP settings.
- Re-run Tools → PinWright Setup and click Install again to rewrite the config.
“Port already in use” / two editors collide
By default Auto-derive Port From Project Path is on, so each project already binds its own
port in 19880–30119 and different projects do not collide. A collision
means two editors of the same project (they share a port), a rare cross-folder hash
collision, or you turned auto-derive off and pinned every project to the fixed HttpPort.
The editor that loses the bind refuses to serve. To force a specific port, set an explicit
HttpPort and turn off auto-derive under
Edit → Editor Preferences → Plugins → PinWright (the HTTP group), re-run
onboarding, then restart. Also confirm no other local process holds the port.
Connection works but a call fails on this engine version
Some features need a newer Unreal version than the one you're running; those return a clear
UNSUPPORTED_ENGINE_VERSION rejection rather than failing silently. The plugin
supports UE 5.3–5.8. Confirm you installed it for the engine version you're using.
FAQ
Is any of my project data sent anywhere?
No. The plugin is a local, loopback-only server inside your editor. It sends nothing to us or any
third party. Your AI agent is the only thing talking to it, over 127.0.0.1.
Where is the full list of RPCs?
It's self-documenting and lives inside the tool, for your agent to browse on demand:
call() for the index, call("namespace") for a page. There's no
1,300-entry catalog to read on this site; that surface is built for the agent, not for
hand-browsing. See Concepts.
Will it work in a packaged game build?
No. The module is editor-only by design. It's a development tool, not a runtime feature.
Can it break my project?
It has write access to assets: it can create, edit, and delete them. Work on a branch, commit before large automated changes, and review the diff. Round-tripping graphs to text makes those diffs reviewable in git.
How do I get the plugin, and what is the GitHub repo for?
You install the plugin from Fab. That is all you need to use it. The public GitHub repository is the support board: bug reports, feature requests, and known issues, tracked in the open.
Where do I report bugs or request features?
All support is public, no access request needed. Report bugs and critical gaps in existing features on the support tracker's Issues. Suggest new or extra features in Discussions / Ideas. Both live in the public support repository.
What does the price do at 1.0?
Early Access is $20 and rises to $50 at the 1.0 release. Buy during Early Access and you keep every update at no extra cost. Early buyers are never charged again.