Unreal Engine API Documentation
Overview
Description from the maker (original English)
Accurate UE5 C++ API docs for AI agents. Prevents hallucinated signatures and includes.
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- User voiceiNo reviews yetReviews from signed-in users. The average shows once there are reviews
- Our basic checksi2 of 2 passedChecked from public information; code not scanned yet
- UsageiEarly↓ 64/wk · ★ 99
What you can do with it
We have not written a plain-language summary for this one yet. Below are the facts we read from the registry.
- Connection: Runs on your computer
- Transport: stdio
- Category: Developer tools
Install
Pick the AI app you use, then copy the settings.
Before you install
- Basic checks: 2 of 2 passed
- Runs on your computer with your user’s permissions (files, network, apps).
- You fill in yourself:
UNREAL_VERSION,UNREAL_PROJECT_PATH
You need
Which app do you use?
Pick your app above. We remember it, so next time the button says “Install in …”.
Open Claude Desktop → Settings → Developer → Edit Config, and paste this into claude_desktop_config.json
{
"mcpServers": {
"unreal-api": {
"command": "uvx",
"args": [
"unreal-api-mcp"
],
"env": {
"UNREAL_VERSION": "your-value",
"UNREAL_PROJECT_PATH": "your-value"
}
}
}
}Run this in your terminal
claude mcp add unreal-api --env UNREAL_VERSION=your-value --env UNREAL_PROJECT_PATH=your-value -- uvx unreal-api-mcpFill in the empty values before running it.
Or copy the settings yourself
Paste into .cursor/mcp.json in your project, or ~/.cursor/mcp.json
{
"mcpServers": {
"unreal-api": {
"command": "uvx",
"args": [
"unreal-api-mcp"
],
"env": {
"UNREAL_VERSION": "your-value",
"UNREAL_PROJECT_PATH": "your-value"
}
}
}
}Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.
Or copy the settings yourself
Paste into .vscode/mcp.json in your project
{
"servers": {
"unreal-api": {
"type": "stdio",
"command": "uvx",
"args": [
"unreal-api-mcp"
],
"env": {
"UNREAL_VERSION": "your-value",
"UNREAL_PROJECT_PATH": "your-value"
}
}
}
}Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.
This one runs on your computer, and ChatGPT can only connect to servers on the internet. Pick another app.
Your choice stays on this device in a cookie; no account needed.
Values you fill in
UNREAL_VERSIONenvUnreal Engine version to serve, e.g. 5.7 or 5.8 (default: auto-detect or 5.8)UNREAL_PROJECT_PATHenvPath to Unreal project for auto-detecting version from .uproject EngineAssociation field
These settings are generated from the maker’s registry entry. If the README says otherwise, follow the README.
Which apps can use it
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
Related guides
What it can do
Runs on your computer; the tool list appears in your AI app after you install it.
Basic checksi
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 11, 2026
- ✓ Pass
Maker matches the repo
The registry name was verified with the GitHub account Codeturion, which owns the repo
- ✓ Pass
Still maintained
Code last changed 15 days ago
- … Not checked yet
Has a licence
We have not read this repo from GitHub yet
- – Not applicable
Endpoint responds
This one runs on your computer; there is no internet endpoint
- – Not applicable
Sign-in with OAuth
Runs on your computer and uses local settings instead
- … Not checked yet
No hidden instructions in tool descriptions
Runs on your computer; we can only read tool lists from internet endpoints
User reviews
No reviews yet
Compared with others in Developer toolsi
- More stars than 97% of the other 5742 servers in this category
- Published to the registry more recently than 51% of the other 5742 servers in this category
- Basic checks equal to or better than 100% of the other 5742 servers in this category
Compared with every active server in this category in the registry. Stars count only when the publisher owns the repo.
Common questions
Is Unreal Engine API Documentation safe?
It passed 2 of 2 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.
What keys or codes does it need?
The registry does not list a required key, though some servers ask you to sign in on first use.
Does it run on my computer or in the cloud?
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).
Is it still maintained?
The GitHub repo last changed 15 days ago, and the latest version (0.3.1) reached the registry 30 days ago.
Which apps can use it?
Apps that support MCP, such as Claude Desktop, Claude Code, Cursor and VS Code. You also need Python (uv) on your computer.
What can I use instead?
In the same category: REA, Netdata, Front-End Checklist
Alternatives
Servers in the same category from other makers, sorted by stars.
Reading a card:↓ Downloads per weeki★ GitHub starsiThree pillars: reviews · checks · usageiUpdated = latest version published to the registryi
Netdata
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Front-End Checklist
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README from the maker
Open the README
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.
unreal-api-mcp
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.
Quick Start
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.
How It Works
- Version detection. The server figures out which UE version to serve:
| 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.
- Database download. If the database for that version isn't cached locally, it downloads from GitHub (one time). For patch versions, falls back to the major.minor database if needed. Also checks for updates on startup.
- Serve. All tool calls query the version-specific SQLite database. Exact lookups return in <1ms, searches in <5ms.
Each version has its own database with the correct signatures, deprecation warnings, and member lists for that release.
Tools
| 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 |
Coverage
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.
Benchmarks
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
- 2 testbeds: 8 pure Unreal API lookups (exact signatures,
#includepaths, deprecations) and 6 questions answered insideCharacterMovementComponent.cpp(about 14,000 lines) from the UE 5.8 engine source - 3 configs, same model (Sonnet) and turn limit: MCP tools + Grep/Read, Grep/Read only, Read only
- The API sweep runs with no engine source present, the realistic case when writing UE C++ in your own project, so non-MCP configs answer from model memory. The source sweep gives every config the same files to grep
- Ground truth verified before any runs; answers judged by a separate model session against that ground truth
- Run it yourself:
python 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 scenario
Query 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 |
CLAUDE.md Snippet
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:
- Before writing a UE API call you haven't used in this conversation, verify the signature with
get_function_signature - Before adding a
#include, verify withget_include_pathif unsure - Covers: all Engine Runtime/Editor modules, built-in plugins (Enhanced Input, GAS, CommonUI, Niagara, etc.), Blueprint graph internals (UK2Node subclasses, EdGraphSchema, BlueprintGraph, KismetCompiler)
- Does NOT cover: third-party plugins or marketplace assets
Setup Details
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 │ ├─