ECC
The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.
npx ecc-install --profile fullThe agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.
npx ecc-install --profile fullFair-code workflow automation platform with native AI capabilities. Combine visual building with custom code, self-host or cloud, 400+ integrations.
npx n8nAn open-source AI agent that brings the power of Gemini directly into your terminal.
npx @google/gemini-cliShows active maintenance signals
784 GitHub stars recorded
23 exposed MCP tools in broad all-tools mode. Related actions live directly on their parent tools so clients load less context without losing capabilities.
| Tool | Description |
|---|---|
manage_asset | Assets, Materials, Render Targets, Behavior Trees |
manage_blueprint | Blueprints, SCS components, graph editing, UMG widgets, layout, bindings, animations |
control_actor | Spawn, delete, transform, physics, tags |
control_editor | PIE, Camera, viewport, screenshots |
manage_level | Load/save, streaming, lighting |
system_control | UBT, Tests, Logs, Project Settings, CVars, Python Execution |
inspect | Object Introspection |
manage_tools | Dynamic tool management (enable/disable at runtime) |
| Tool | Description |
|---|---|
build_environment | Landscapes, foliage, procedural terrain, lighting, spline roads/rivers/fences |
manage_level_structure | Levels, sublevels, World Partition, streaming, data layers, HLOD, volumes |
manage_geometry | Procedural mesh creation and editing with Geometry Script |
manage_pcg | PCG graph assets, subgraphs, input/sampler/filter/spawner nodes, pin connections, execution, partition grid size, and node settings |
| Tool | Description |
|---|---|
animation_physics | Animation BPs, skeletons, sockets, physics assets, cloth, vehicles, ragdolls, Control Rig, IK |
manage_effect | Niagara, particles, debug shapes, GPU simulations |
manage_gas | Gameplay Ability System: abilities, effects, attributes |
manage_character | Character creation, movement, advanced locomotion |
manage_combat | Weapons, projectiles, damage, melee combat |
manage_ai | AI controllers, Behavior Trees, EQS, perception, State Trees, Smart Objects, NavMesh/pathfinding |
manage_inventory | Items, equipment, loot tables, crafting |
manage_interaction | Interactables, destructibles, triggers |
| Tool | Description |
|---|---|
manage_audio | Audio Assets, Components, Sound Cues, MetaSounds, Attenuation |
manage_sequence | Sequencer, cinematics, Movie Render Queue, media playback, Take Recorder, and replay controls |
manage_networking | Replication, RPCs, network prediction, sessions, split-screen, LAN/voice, game framework, input mappings |
Blueprints โข Materials โข Textures โข Static Meshes โข Skeletal Meshes โข Levels โข Sounds โข Particles โข Niagara Systems โข Behavior Trees
| Category | Capabilities |
|---|---|
| Asset Management | Browse, import, duplicate, rename, delete assets; create materials |
| Actor Control | Spawn, delete, transform, physics, tags, components |
| Editor Control | PIE sessions, camera, viewport, screenshots, bookmarks |
| Level Management | Load/save levels, streaming, lighting |
| Animation & Physics | Animation BPs, state machines, ragdolls, vehicles, constraints |
| Visual Effects | Niagara particles, GPU simulations, procedural effects, debug shapes |
| Sequencer | Cinematics, timeline control, Movie Render Queue, media, Take Recorder, replay |
| Graph Editing | Blueprint, Niagara, Material, and Behavior Tree graph manipulation |
| Audio | Sound cues, audio components, sound mixes, ambient sounds |
| System | Console commands, UBT, tests, logs, project settings, CVars |