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parkforge-brain v1.6.0

Agent-driven Unreal world-building for welcometotomorrow: terrain strokes, routes, asset/character pipelines, and the operating judgment distilled from the sessions that built them.

built 2026-08-10 17:41:48 · 118 files · 7 compartments · host: Unreal Engine 5.8 (welcometotomorrow project, ModelContextProtocol + AllToolsets + ToolsetRegistry plugins enabled)

Member packs — one meta, five installables

Since v1.6.0 the pack is a release train: install parkforge-brain for everything (self-contained, unchanged), or a member pack for just its domain — installs enforce the dependency presence check and overlay into one workspace. mindifact graph prints and validates the tree.

parkforge-charactersMesh to talking, walking NPC: character-intake and character-dialogue.
14 files · 40 KB · requires: parkforge-core, unreal-scripting
parkforge-cinematicsCutscene primitives (sequences, spawnable cameras, keying laws) plus the staged cinematic family briefs (stretch-limb, cutscene-grab, lead-npc, cinematic-verification). Authoring depends on parkforge-characters for an intaken rig.
1 files · 4 KB · requires: parkforge-core, unreal-scripting, parkforge-characters
parkforge-coreContracts, traps, governance (brain-maintenance + factory), evals, memory, and the scene-query/world-profile verb base every other pack depends on.
71 files · 146 KB · no dependencies
parkforge-terrainGround, routes, fences: the terrain-strokes skill, the pure-math terrain core, and the terrain/route/fence toolsets. Route records feed data consumers (e.g. lead-npc).
23 files · 82 KB · requires: parkforge-core
unreal-scriptingEngine-generic Unreal automation: Blueprint graph authoring from Python and fresh-project bootstrap. No park constants; reusable outside ParkForge.
5 files · 23 KB · no dependencies

Coordinates — every way to reference this pack

mindifact CLI (workspace + host application, the full brain):

mindifact install parkforge-brain:latest --workspace ~/YourBrain --unreal ~/YourProject
mindifact            # or the guided wizard

Claude Code plugin (the chat half only — skills + MCP wiring; it cannot install verbs into the host application). Referenced as parkforge-brain@mindifact:

claude plugin marketplace add deanpeterson/mindifact
claude plugin install parkforge-brain@mindifact
claude plugin list        # shows it as parkforge-brain@mindifact with its version

OCI artifact (digest-verified source of truth in the registry):

quay-quay-quay-test.apps.salamander.aimlworkbench.com/meshforge/mindifact-parkforge-brain:v1.6.0

Versions

v1.6.0 newest this buildmindifact install parkforge-brain:v1.6.0
v1.5.1mindifact install parkforge-brain:v1.5.1
v1.5.0mindifact install parkforge-brain:v1.5.0
v1.4.1mindifact install parkforge-brain:v1.4.1
v1.4.0mindifact install parkforge-brain:v1.4.0
v1.3.0mindifact install parkforge-brain:v1.3.0
v1.2.0mindifact install parkforge-brain:v1.2.0
latestmindifact install parkforge-brain:latest

Bundles — slices an operator boots with

Context per boot is the cost lever: a bundle mounts only the skills a job needs. Selectable per request in ParkForge Lite.

bootstrapPrime a fresh Unreal project with the brain.
unreal-project-bootstrap
charactersMesh to walking NPC: intake, rigging, locomotion, Blueprint authoring.
character-intake, unreal-blueprint-scripting
dialogueTalking heads: face decals, visemes, sequences.
character-dialogue, unreal-blueprint-scripting
fullEverything, including factory maintenance -- the expensive general boot; prefer a task bundle.
all skills
terrain-pathsGround, trails, fencing: fenced_path, strokes, routes, fences, scene queries.
terrain-strokes

Skills in this pack

Each name links to the skill source at the exact commit this version was built from.

brain-maintenancePromote what the runs learned into the brain pack — and therefore into the plugin — without ever bypassing the factory gate. Use it the moment anyone says "promote learnings", "update the brain", "what did we learn", "th...
character-dialogueGive a game character a face that talks — project mouth and eye decals onto a mesh that has no facial geometry, drive them from a material parameter collection, derive a viseme track from the dialogue audio, and trigger ...
character-intakeTake a generated 3D creature mesh from raw .glb to a validated, rigged, walking character in Unreal Engine. Use this whenever the user is bringing a new character or creature into their Unreal game — auto-rigging a mesh,...
parkforge-bootBoot the ParkForge brain -- show what is loaded, read the operator contract, and state the memory and editor preconditions. Use at the START of any ParkForge session before terrain, route, path, character or Blueprint wo...
terrain-strokesEdit the ground in the Unreal park — every change to terrain height goes through this skill, and so does every path, because paths are routes, data records the ribbon rebuilds from. Use it the moment the user mentions la...
unreal-blueprint-scriptingAuthor Unreal Engine Blueprints from Python — build and wire event-graph nodes, add components to a Blueprint class, create Enhanced Input actions and key mappings, and compile and verify the result. Use this whenever wo...
unreal-project-bootstrapPrime a fresh Unreal project with the ParkForge brain — install the pack's verbs, wire the plugins, fill the world profile, stand up the landscape, and prove the loop live with one measured stroke. Use this the moment th...

Staged factory briefs — the promotion queue

Lessons from live sessions, written as briefs with evidence and a success criterion, waiting on the factory gate. They become verbs and skills in a future version; nothing enters the pack by hand-edit.

core-dependency-graphmindifact dependency graph — requires/resolves like Maven
core-pack-splitsplit parkforge-brain into small packs under a meta-pack
rail-shared-ribbon-configterrain-strokes gains the shared-ribbon-config rail
skill-cinematic-verificationcinematic-verification — the instruments that made the cutscene converge — .claude/skills/cinematic-verification/SKILL.md
requires: verbs/scene-queryruntime
verb-cutscene-grabcutscene_grab — trigger-to-reveal ambush as one workflow — CinematicTools.cutscene_grab
requires: briefs/stretch-limbruntime, verbs/cinematicsruntime, skills/unreal-blueprint-scriptingruntime, verbs/scene-queryauthoring, skills/cinematic-verificationverify
verb-eval-harnessthe eval harness — frozen tasks, sealed runs
verb-fenced-path-sealfenced_path learns sealing, meander, and schema economy
verb-lead-npclead_npc — post-cutscene follow-me journey — CinematicTools.lead_npc
requires: verbs/cinematicsruntime, skills/terrain-strokesdata, skills/cinematic-verificationverify
verb-stretch-limbstretch_limb — the Mr. Fantastic arm as one verb — CinematicTools.stretch_limb
requires: verbs/cinematicsruntime, skills/character-intakeauthoring, skills/cinematic-verificationverify

Provenance

Built from 76088d3 of https://github.com/deanpeterson/meshforge. Every packed file carries its sha256 and its source blob URL at that commit in MANIFEST.json — the breadcrumb is recorded at build time, never reconstructed.