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Agent imports

With agent imports turned on, an AI agent connected to the Prophouse MCP (Claude, Codex, or another MCP client signed in as you) can import props into the project you have open in Unreal Editor. The editor picks up the agent’s request, runs it through the normal import pipeline, and reports back the object paths of what it placed so the agent can use them.

This page covers the editor side. For the MCP tools the agent calls, see Import props into Unreal.

  1. Open Edit → Editor Preferences → Plugins → Prophouse.

  2. Under Agent imports, tick Accept agent imports.

The setting is off by default and is stored in your own editor preferences for this project, not in shared project config. Changing it takes effect on the editor’s next check-in, within a few seconds.

The editor also needs to be signed in (see Sign in from the editor) and, unless you use legacy direct transfers, the desktop app must be installed.

While the editor is signed in, it checks in with Prophouse to report that it is open, along with its project key, engine version, destination root and whether it accepts agent imports. With Accept agent imports on, it checks in every 15 seconds. With it off, the editor still checks in at the pull polling interval (at least every 60 seconds) as long as Enable background polling is on, so an agent can see the editor and tell you to turn the setting on instead of waiting. When you close the editor, it tells the server it has gone offline.

When an agent requests an import for your project, the next check-in hands the job to the editor, and the editor:

  1. Shows Prophouse: an agent is importing N prop(s) into this project (job #<id>)….
  2. Runs the import exactly like one you start yourself: the full dependency closure, placed under the job’s destination root (your Default Destination Root unless the agent chose another), with every reference rewired.
  3. Keeps your local version of any file you changed. An agent import never overwrites your edits and never opens a dialog; the report lists what was kept.
  4. Shows Prophouse: agent import finished — N asset(s) placed (job #<id>)., or a failure notification with the reason.

The editor runs one import at a time and never starts an agent import while another import is running. The job’s report is sent to the server as usual, where the agent can check the result.

If the desktop app is not installed or cannot start, the editor leaves the job queued and retries it about two minutes later. It tells the server why, so the agent can relay the problem to you. Some problems are permanent for a given job and the editor stops retrying it:

  • The job contains assets saved by a newer engine than yours.
  • The job targets a different project key.
  • The job was deleted, or the request can never succeed from this editor.

Run Ph.AgentStatus in the editor’s console (the Cmd box at the bottom of the editor) to print the current state to the Output Log:

Agent bridge: Ready | project=MyGame root=/Game/Prophouse accepting=yes desktop_agent=live connection=connected presence=ok (4s ago) busy_job=0 pending=0

When something is wrong, the summary starts with Not ready: and says what to fix. The same information is available from Python and Blueprints; see Scripting.