GitDiagram
Architecture diagrams, explanations and Mermaid source for public GitHub repositories.
Accurate UE5 C++ API docs for AI agents. Prevents hallucinated signatures and includes.
Pick the AI app you use, then copy the settings.
Passed 3/3 checks · Runs on your computer · ✓ Commands checked Nov 14, 2026
First: which AI do you use?
Pick your app and the steps appear below.
Works with Claude, with some setup first
Install Python (uv) on your computer first (one time) · Only the Claude desktop app (Windows or Mac), not the web or phone
Copy this message into a Claude chat. The AI checks your computer, tells you which file it will change, and waits for your OK every time.
Please install the MCP server Unreal Engine API Documentation for Claude on this computer, in this order: 1) Check uv with uv --version. If it is missing, tell me to install it from https://docs.astral.sh/uv/getting-started/installation/; do not install it yourself. 2) Use only this config (already checked by PopNx MCP): { "mcpServers": { "unreal-api": { "command": "uvx", "args": [ "unreal-api-mcp" ] } } } 3) Tell me the full path of the file you will change, or the command you will run, and wait for my OK. 4) No key is needed. 5) Do what we agreed, then check that the Unreal Engine API Documentation tools really show up.This message has no key in it. If a key is needed, the AI will ask you to paste it yourself into the file or the app’s field.
Already installed? Check first · Open Terminal, type this command and press Enter
uv --versionMac: press ⌘ + Space, type Terminal, press Enter
Windows: open Start, type Windows PowerShell, then Open
Not installed: uv has no click-through installer. Copy the one-line command for your system (macOS or Windows) from uv’s official page into Terminal · no separate Python install needed; uv downloads it when required
When it’s done, close Terminal, open it again and run the same command. You should see a version number: uv --version
Install once; it works for everything that needs uv
SettingsDeveloperEdit Config
{
"mcpServers": {
"unreal-api": {
"command": "uvx",
"args": [
"unreal-api-mcp"
]
}
}
}Use Unreal Engine API Documentation and tell me what you can do for me, then show me one thing✓ If Claude says it is using Unreal Engine API Documentation or shows a Unreal Engine API Documentation tool in the answer, you are connected
The command above works without these. Add them only if you want to change something, following the maker’s description.
UNREAL_VERSION Unreal Engine version to serve, e.g. 5.7 or 5.8 (default: auto-detect or 5.8)UNREAL_PROJECT_PATH Path to Unreal project for auto-detecting version from .uproject EngineAssociation fieldDescriptions are as written by the maker.
Menu names checked against Anthropic’s help page on Nov 11, 2026 · your screen may differ slightly by app version
ChatGPT cannot connect Unreal Engine API Documentation yet
Unreal Engine API Documentation runs on your computer, but ChatGPT can only connect servers that run on the web
A · Use an app that can connect Unreal Engine API Documentation
B · Others in Developer tools that work with ChatGPT
Picked from the most used in the same category, only ones that connect by address with no key
Works with Claude Code, with some setup first
Install Python (uv) on your computer first (one time)
Copy this message into a Claude Code chat. The AI checks your computer, tells you which file it will change, and waits for your OK every time.
Please install the MCP server Unreal Engine API Documentation for Claude Code on this computer, in this order: 1) Check uv with uv --version. If it is missing, tell me to install it from https://docs.astral.sh/uv/getting-started/installation/; do not install it yourself. 2) Use only this config (already checked by PopNx MCP): claude mcp add --scope user unreal-api -- uvx unreal-api-mcp 3) Tell me the full path of the file you will change, or the command you will run, and wait for my OK. 4) No key is needed. 5) Do what we agreed, then check that the Unreal Engine API Documentation tools really show up.This message has no key in it. If a key is needed, the AI will ask you to paste it yourself into the file or the app’s field.
Already installed? Check first · Open Terminal, type this command and press Enter
uv --versionMac: press ⌘ + Space, type Terminal, press Enter
Windows: open Start, type Windows PowerShell, then Open
Not installed: uv has no click-through installer. Copy the one-line command for your system (macOS or Windows) from uv’s official page into Terminal · no separate Python install needed; uv downloads it when required
When it’s done, close Terminal, open it again and run the same command. You should see a version number: uv --version
Install once; it works for everything that needs uv
Mac: press Command+Space and type Terminal · Windows: open PowerShell
claude mcp add --scope user unreal-api -- uvx unreal-api-mcpYou should see Unreal Engine API Documentation listed as connected
Use Unreal Engine API Documentation and tell me what you can do for me, then show me one thing✓ If Claude Code says it is using Unreal Engine API Documentation or shows a Unreal Engine API Documentation tool in the answer, you are connected
The command above works without these. Add them only if you want to change something, following the maker’s description.
UNREAL_VERSION Unreal Engine version to serve, e.g. 5.7 or 5.8 (default: auto-detect or 5.8)UNREAL_PROJECT_PATH Path to Unreal project for auto-detecting version from .uproject EngineAssociation fieldDescriptions are as written by the maker.
Menu names checked against Anthropic’s help page on Nov 11, 2026 · your screen may differ slightly by app version
Works with Cursor, with some setup first
Install Python (uv) on your computer first (one time)
Copy this message into a Cursor chat. The AI checks your computer, tells you which file it will change, and waits for your OK every time.
Please install the MCP server Unreal Engine API Documentation for Cursor on this computer, in this order: 1) Check uv with uv --version. If it is missing, tell me to install it from https://docs.astral.sh/uv/getting-started/installation/; do not install it yourself. 2) Use only this config (already checked by PopNx MCP): { "mcpServers": { "unreal-api": { "command": "uvx", "args": [ "unreal-api-mcp" ] } } } 3) Tell me the full path of the file you will change, or the command you will run, and wait for my OK. 4) No key is needed. 5) Do what we agreed, then check that the Unreal Engine API Documentation tools really show up.This message has no key in it. If a key is needed, the AI will ask you to paste it yourself into the file or the app’s field.
Already installed? Check first · Open Terminal, type this command and press Enter
uv --versionMac: press ⌘ + Space, type Terminal, press Enter
Windows: open Start, type Windows PowerShell, then Open
Not installed: uv has no click-through installer. Copy the one-line command for your system (macOS or Windows) from uv’s official page into Terminal · no separate Python install needed; uv downloads it when required
When it’s done, close Terminal, open it again and run the same command. You should see a version number: uv --version
Install once; it works for everything that needs uv
Use Unreal Engine API Documentation and tell me what you can do for me, then show me one thing✓ If Cursor says it is using Unreal Engine API Documentation or shows a Unreal Engine API Documentation tool in the answer, you are connected
The command above works without these. Add them only if you want to change something, following the maker’s description.
UNREAL_VERSION Unreal Engine version to serve, e.g. 5.7 or 5.8 (default: auto-detect or 5.8)UNREAL_PROJECT_PATH Path to Unreal project for auto-detecting version from .uproject EngineAssociation fieldDescriptions are as written by the maker.
Menu names checked against Cursor’s help page on Nov 11, 2026 · your screen may differ slightly by app version
Works with VS Code, with some setup first
Install Python (uv) on your computer first (one time)
Copy this message into a VS Code chat. The AI checks your computer, tells you which file it will change, and waits for your OK every time.
Please install the MCP server Unreal Engine API Documentation for VS Code on this computer, in this order: 1) Check uv with uv --version. If it is missing, tell me to install it from https://docs.astral.sh/uv/getting-started/installation/; do not install it yourself. 2) Use only this config (already checked by PopNx MCP): { "servers": { "unreal-api": { "type": "stdio", "command": "uvx", "args": [ "unreal-api-mcp" ] } } } 3) Tell me the full path of the file you will change, or the command you will run, and wait for my OK. 4) No key is needed. 5) Do what we agreed, then check that the Unreal Engine API Documentation tools really show up.This message has no key in it. If a key is needed, the AI will ask you to paste it yourself into the file or the app’s field.
Already installed? Check first · Open Terminal, type this command and press Enter
uv --versionMac: press ⌘ + Space, type Terminal, press Enter
Windows: open Start, type Windows PowerShell, then Open
Not installed: uv has no click-through installer. Copy the one-line command for your system (macOS or Windows) from uv’s official page into Terminal · no separate Python install needed; uv downloads it when required
When it’s done, close Terminal, open it again and run the same command. You should see a version number: uv --version
Install once; it works for everything that needs uv
Use Unreal Engine API Documentation and tell me what you can do for me, then show me one thing✓ If VS Code says it is using Unreal Engine API Documentation or shows a Unreal Engine API Documentation tool in the answer, you are connected
The command above works without these. Add them only if you want to change something, following the maker’s description.
UNREAL_VERSION Unreal Engine version to serve, e.g. 5.7 or 5.8 (default: auto-detect or 5.8)UNREAL_PROJECT_PATH Path to Unreal project for auto-detecting version from .uproject EngineAssociation fieldDescriptions are as written by the maker.
Menu names checked against VS Code’s help page on Nov 11, 2026 · your screen may differ slightly by app version
Claude Code
claude mcp add --scope user unreal-api -- uvx unreal-api-mcpClaude Desktop (claude_desktop_config.json)
{
"mcpServers": {
"unreal-api": {
"command": "uvx",
"args": [
"unreal-api-mcp"
]
}
}
}Cursor (~/.cursor/mcp.json)
{
"mcpServers": {
"unreal-api": {
"command": "uvx",
"args": [
"unreal-api-mcp"
]
}
}
}VS Code (mcp.json)
{
"servers": {
"unreal-api": {
"type": "stdio",
"command": "uvx",
"args": [
"unreal-api-mcp"
]
}
}
}UNREAL_VERSION envUNREAL_PROJECT_PATH envDescriptions are as written by the maker.
These settings are generated from the maker’s registry entry. If the README says otherwise, follow the README.
Based on how this server connects and on each app’s own docs, checked Nov 10, 2026.
Run on your computer in
ClaudeGooseLM StudioMsty StudioCherry StudioCursorVS Code + GitHub CopilotVisual StudioWindsurf (Devin Desktop)ZedKiroClineContinueJetBrains AI AssistantClaude CodeCodex CLIGemini CLIOpenCodenodecodeWarpLibreChatRaycast
Runs on your computer; the tool list appears in your AI app after you install it.
We check information anyone can see; we have not read the code. Checks that do not apply are left out of the count. · Checked Nov 15, 2026
The registry name was verified with the GitHub account Codeturion, which owns the repo
Code last changed 19 days ago
Uses MIT
This one runs on your computer; there is no internet endpoint
Runs on your computer and uses local settings instead
Runs on your computer; we can only read tool lists from internet endpoints
No entries on OSV.dev for unreal-api-mcp@0.3.1
Checks only this package version, not every dependency · checked Nov 15, 2026
Ask, share a tip or report that it does not work. Sorted by what people marked helpful.
No posts yet. Be the first to ask or share.
Posts here are written by users, not the PopNx team.
No reviews yet
Compared with every active server in this category in the registry. Stars count only when the publisher owns the repo.
It passed 3 of 3 applicable basic checks. We have not read the code. Before adding a key or token, see what access the server asks for and use a key with only the permissions you need.
The registry does not list a required key, though some servers ask you to sign in on first use.
It runs on your computer. Your AI app starts it when needed, and data does not pass through the maker’s servers (unless it calls an online service itself).
The GitHub repo last changed 19 days ago, and the latest version (0.3.1) reached the registry 34 days ago.
Apps that support MCP, such as Claude Desktop, Claude Code, Cursor and VS Code. You also need Python (uv) on your computer.
In the same category: GitDiagram, Appllama, Cloudflare MCP, Omnara, Repowise
Same category, other makers, commands already checked. Official ones first, then by stars.
Reading a card:↓ Downloads per weeki★ GitHub starsiThree pillars: reviews · checks · usageiUpdated = latest version published to the registryi
Architecture diagrams, explanations and Mermaid source for public GitHub repositories.
Study screens, flows and paywalls from top-earning iOS apps, then build from what wins.
Cloudflare MCP servers
Deploy durable AI agents with Omnara, an open-source managed-agent platform.
Codebase intelligence for AI coding agents: graph, git history, docs, decisions, code health.
Copied from the maker’s repo as written. PopNx MCP has not reviewed or endorsed it. HTML, images and scripts are removed. Links lead off this site.
MCP server that gives AI agents accurate Unreal Engine C++ API documentation. Saves tokens, context, and time. Prevents hallucinated signatures, wrong `#include` paths, and deprecated API usage.
Works with Claude Code, Cursor, Windsurf, or any MCP-compatible AI tool. No Unreal Engine installation required. Check the supported versions. New versions are detected and built automatically every week.
Add to your MCP config (.mcp.json, mcp.json, or your tool's MCP settings), setting UNREAL_VERSION to match your project:
{
"mcpServers": { "unreal-api": { "command": "uvx", "args": ["unreal-api-mcp"], "env": { "UNREAL_VERSION": "5.5" } } } }
Set this to match your project's UE version. See supported versions for all available databases.
On first run the server downloads the correct database to ~/.unreal-api-mcp/. Patch versions (e.g. "5.7.3") fall back to the major.minor database (e.g. "5.7") if a patch-specific one isn't available.
| Priority | Source | Example |
|---|---|---|
| 1 | UNREAL_VERSION env var | "5.5", "5.7", "5.7.3" |
| 2 | UNREAL_PROJECT_PATH | Reads .uproject EngineAssociation field (e.g. 5.5.1 or 5.7) |
Set one of these to match your project. Without either, the server defaults to UE 5.7.
Each version has its own database with the correct signatures, deprecation warnings, and member lists for that release.
| Tool | Purpose | Example |
|---|---|---|
search_unreal_api | Find APIs by keyword | "character movement", "spawn actor", "K2Node" |
get_function_signature | Exact signature with parameters and return type | AActor::GetActorLocation |
get_include_path | Resolve #include for a type | "ACharacter" -> #include "GameFramework/Character.h" |
get_class_reference | Full class reference card | "APlayerController", "UK2Node_SpawnActorFromClass", "UEdGraphSchema_K2" |
get_deprecation_warnings | Check if an API is obsolete | "K2_AttachRootComponentTo" -> Use AttachToComponent() instead |
All Engine Runtime, Editor, Developer modules, plus built-in plugins (Enhanced Input, Gameplay Abilities, Common UI, Niagara, Chaos, and hundreds more).
Includes Blueprint graph internals: 158 UK2Node subclasses, UEdGraphSchema_K2, BlueprintGraph, KismetCompiler, and GraphEditor modules (1,120+ entries). If you're writing custom K2 nodes or editor tooling, it's indexed.
See the full list of supported versions and databases on the db-v1 release page. New versions are detected and built automatically every Monday via CI.
Record breakdown (UE 5.7):
| Type | Count | Source |
|---|---|---|
| Classes (UCLASS) | 10,075 | AActor, ACharacter, UGameplayStatics, ... |
| Structs (USTRUCT) | 9,014 | FHitResult, FVector, FTransform, ... |
| Enums (UENUM) | 3,475 | EMovementMode, ECollisionChannel, ... |
| Functions (UFUNCTION) | 23,414 | Signatures with params, return types, specifiers |
| Properties (UPROPERTY) | 66,340 | Types, specifiers, doc comments |
| Delegates | 2,406 | Dynamic multicast, delegate declarations |
Does not cover third-party plugins or marketplace assets. For those, rely on project source.
Measured, not promised: 14 research questions across 2 testbeds, answered by 3 agent configs, every answer judged against ground truth verified beforehand (API facts against the docs database, source facts against the UE 5.8 engine tree). The full harness lives in docs/benchmark/ and re-runs with one command.
| Config | Correct | Partial | Wrong |
|---|---|---|---|
| MCP + targeted Read | 14/14 | 0 | 0 |
| Skilled (Grep+Read) | 11/14 | 2 | 1 |
| Naive (full Reads) | 12/14 | 1 | 1 |
The gap is not where you would expect. On well-documented includes and signatures, and on grep-able implementation facts inside a 14,000 line engine file, all three configs tie. Modern models know the documented UE surface and search local source competently. The gap opens on recent deprecations. Asked whether UKismetSystemLibrary::IsSplitScreen is still valid in 5.8, both non-MCP agents got it wrong: one declined, one asserted it was fine. It is deprecated in favor of HasMultipleLocalPlayers. Both also mischaracterized the 5.5-era change that made direct AActor::NetUpdateFrequency access deprecated. The MCP agent answered all three deprecation questions correctly, because the deprecation flag and replacement hint are in the database.
Why correctness rather than raw output? Agentic tools search code well now. Claude Code has shipped a Grep tool from the start, so an agent can find anything that is actually in your files. The problem is the parts that are not in your files: exact signatures, #include paths, and especially fresh deprecations. Those are not reliably in a model's memory either, and getting one wrong costs you a broken build or a silently deprecated call.
Methodology
#include paths, deprecations) and 6 questions answered inside CharacterMovementComponent.cpp (about 14,000 lines) from the UE 5.8 engine sourcepython docs/benchmark/run.py --cwd --questions (results from July 2026; agent behavior moves, so re-run before quoting). Point it at your own UE project to reproduce the project-research scenarioQuery latency
Measured on UE 5.7 database (114,724 records), 50 iterations per query:
| Query | Median | p95 |
|---|---|---|
Exact FQN lookup (get_function_signature) | <1ms | <1ms |
| FTS search: specific function name | <1ms | <1ms |
| FTS search: keyword ("spawn actor") | 1ms | 1ms |
| Include path resolution | 2ms | 2ms |
| Class reference (full member list) | 22ms | 23ms |
| Deprecation check | 24ms | 25ms |
Add this to your project's CLAUDE.md (or equivalent instructions file). This step is important. Without it, the AI has the tools but won't know when to reach for them.
## Unreal Engine API Lookup (unreal-api MCP)
Use the unreal-api MCP tools to verify UE C++ API usage instead of guessing. Do not hallucinate signatures or #include paths.
| When | Tool | Example |
|---|---|---|
| Unsure about a function's parameters or return type | get_function_signature | get_function_signature("AActor::GetActorLocation") |
Need the #include for a type | get_include_path | get_include_path("ACharacter") |
| Want to see all members on a class | get_class_reference | get_class_reference("UCharacterMovementComponent") |
| Searching for an API by keyword | search_unreal_api | search_unreal_api("spawn actor") |
| Checking if an API is deprecated | get_deprecation_warnings | get_deprecation_warnings("K2_AttachRootComponentTo") |
| Writing custom K2 nodes or editor tools | get_class_reference | get_class_reference("UK2Node_SpawnActorFromClass"), get_class_reference("UEdGraphSchema_K2") |
Rules:
get_function_signature#include, verify with get_include_path if unsure
Auto-detect version from .uproject
Instead of setting UNREAL_VERSION, you can point to your Unreal project. The server reads the EngineAssociation field from your .uproject file:
{
"mcpServers": { "unreal-api": { "command": "uvx", "args": ["unreal-api-mcp"], "env": { "UNREAL_PROJECT_PATH": "F:/Unreal Projects/MyProject" } } } }
Alternative installation methods
Using pip install:
pip install unreal-api-mcp
{
"mcpServers": { "unreal-api": { "command": "unreal-api-mcp", "args": [], "env": { "UNREAL_VERSION": "5.5" } } } }
Environment variables
| Variable | Purpose | Example |
|---|---|---|
UNREAL_VERSION | UE version to serve | 5.5, 5.7, 5.7.3 |
UNREAL_PROJECT_PATH | Auto-detect version from .uproject | F:/Unreal Projects/MyProject |
UNREAL_INSTALL_PATH | Override UE install path (for ingest only) | H:/UE_5.6 |
Building databases locally
If you want to build a database from your own Unreal Engine installation instead of downloading:
# Build for a specific version
python -m unreal_api_mcp.ingest --unreal-version 5.6 --unreal-install "H:/UE_5.6" python -m unreal_api_mcp.ingest --unreal-version 5.5 --unreal-install "H:/UE_5.5"
Databases are written to ~/.unreal-api-mcp/unreal_docs_{version}.db by default.
Project structure
unreal-api-mcp/
├── src/unreal_api_mcp/ │ ├── server.py # MCP server (5 tools) │ ├── db.py # SQLite + FTS5 database layer │ ├─