Using Weld with Claude Code
Claude Code stays your main way of working. Weld adds coordination around it through a
Claude Code plugin that weld node installs for you when the machine joins a hub (and
weld node leave removes again). You never install the plugin by hand.
The plugin only ever talks to your local node on 127.0.0.1. The node, not Claude, talks to
the hub.
What happens in a session
Section titled “What happens in a session”| Moment | What Weld does |
|---|---|
| Session start | Adds a short context note: your active Work, inbox messages and handoffs, overlaps, predicted conflicts, relevant packs, GDD pointers, proposed work waiting to be taken, and whether this weld is up to date. |
| Each prompt | Drafts or refreshes the session’s Work item and surfaces new overlaps. |
| Before the first edit | Only if an overlap is still unacknowledged: one confirmation for you (coordinate, proceed or pivot). Otherwise edits are always allowed. |
| After edits (in the background) | Heartbeat, activity for the dashboard, a debounced push of your work in progress to the hub, and logging of Unreal MCP operations on the Work item. |
| Stop / session end | Marks the Work idle. It is never marked merged here; only the merge queue does that. |
Hooks run the native weld hook <event> command with a timeout of a few seconds and always
fail open: if weld is missing, broken or the hub is down, Claude keeps working and shows a
one-line notice with an error code and “run weld doctor”. Weld never blocks a session.
The context Weld adds is information about the project, not instructions from you. Claude treats inbox messages the same way: it summarizes them and doesn’t act on a request in one without your go-ahead.
The Weld MCP tools
Section titled “The Weld MCP tools”The plugin registers the weld MCP server at http://127.0.0.1:7421/mcp (the node’s port,
7421 by default). Each tool has a CLI equivalent, so you can do the same by hand.
| Tool | What it does | CLI |
|---|---|---|
weld_status |
Hub connection, your active Work, overlaps, conflicts, inbox, queued offline operations | weld status |
weld_work_declare |
Declare the feature this session is building (title, summary, why, approach, paths, scopes) | weld work declare |
weld_work_update |
Refine the Work item, add scopes, or set ready / abandoned |
|
weld_work_list, weld_work_get |
See what teammates are working on | weld work list, weld work show |
weld_work_take |
Take a proposed item (a handoff or work queued from the dashboard) | weld work take |
weld_work_reopen |
Reopen Work that was ready, closed or abandoned but never merged | weld work reopen |
weld_overlaps, weld_overlap_ack |
List overlaps; record your decision | weld overlap list, weld overlap ack |
weld_conflicts |
Predicted merge conflicts from the hub’s merge-tree checks | |
weld_handoff |
Hand work to a teammate as a proposed Work item | weld handoff |
weld_inbox, weld_message_send |
Read and send short messages | weld inbox, weld msg |
weld_merge |
Queue the Work’s branch for the merge queue (can commit and push first) | weld merge |
weld_job_submit, weld_job_status |
Run typed jobs (builds, smoke tests, Blender, previews, 3D generation) on the right machine | weld jobs submit, weld jobs show |
weld_asset_make, weld_asset_get, weld_asset_gate |
Drive the asset pipeline and record your gate decisions | weld asset make, weld asset show, weld asset gate |
weld_report_friction |
Report something about Weld that cost time | weld feedback |
Some things are deliberately human-only and not available to agents: recording critic
scores for the merge gate (weld agents critique, weld agents score), submitting shell or
agent.run jobs, approving a teammate’s job on your machine (weld jobs approve), trusting a
teammate’s key (weld node trust) and opting a node in to web asset requests.
Built-in skills
Section titled “Built-in skills”The plugin ships five skills that Claude loads when they apply:
weld-coordination: declare Work before the first edit, keep it accurate, ask you once about an overlap, hand off and message through Weld, finish withreadyand the merge queue, and report friction.critic-loop: improve a finished piece of work with independent fresh-context critics against your project’s rubric. See Critic loop.make-asset: write a brief, run the asset pipeline and stop for you at each of the three gates. See Asset pipeline.weld-build: build, package and smoke-test the game through jobs, and read the structured results and screenshots so the agent can verify its own gameplay changes.weld-doctor: debug Weld itself from a diagnostic bundle; launched byweld doctor --ai.
Built-in agents
Section titled “Built-in agents”Four agent definitions come with the plugin. Each is a normal Claude Code subagent file with extra Weld settings, so it works in a session and as a background agent on a node:
critic: a strict, fresh-context reviewer used by the critic loop.merge-resolver: resolves text merge conflicts using both Work items as context.commit-summarizer: writes a short “AI summary” for each merged commit.weld-improver: turns triaged friction reports into fixes for Weld itself.
Background agents always run with claude -p under the node owner’s own account, for the
owner’s own work. weld agents list shows them, weld agents schedule shows which run on
this node and when, and weld agents jam on pauses the non-critical ones when you need every
cycle.
Unreal Engine over MCP
Section titled “Unreal Engine over MCP”Projects made with weld game new are wired to Epic’s official Unreal MCP server (the
ModelContextProtocol plugin that ships with UE 5.8), which the editor serves on
http://127.0.0.1:8000/mcp. Claude uses it to work inside the running editor, and Weld logs those
operations on the Work item so your teammate can see exactly what changed in a binary asset.
weld game doctor checks the setup and weld game doctor --fix enables missing plugins.
Good habits
Section titled “Good habits”- One Work item per feature, not per prompt. Questions and explanations don’t create Work; Weld creates nothing until a session edits a file.
- Let Claude declare before editing. If it skips that, Weld auto-creates a vague item named after your prompt at the first edit. A real summary helps your teammate far more.
- Answer overlap questions once, then get on with it. Weld won’t ask again for the same pair.
- Finish through the queue. Ask Claude to merge (or run
weld merge); never push straight tomain. The hub refuses it anyway. - Agents never approve gates or grade their own work. That’s on purpose; a short “approve” from you is enough.