Unreal Engine API Documentation
What it does
Accurate UE5 C++ API docs for AI agents. Prevents hallucinated signatures and includes.
- Connects 在你的电脑上运行
- Account or key No key needed
- Category 开发者工具
安装
选择你使用的 AI 应用,然后复制设置。
通过 3/3 项检查 · 在你的电脑上运行
第一步:你用哪个 AI?
选择你用的应用,步骤会显示在下方。
可连接 Claude,但需要先准备
需要 Unreal Engine API Documentation 的密钥(在开发者网站创建) · 需要先在电脑上安装 Python (uv)(只需一次) · 仅限电脑上的 Claude 应用(Windows 或 Mac),网页和手机不可用
注册并创建 Unreal Engine API Documentation 的密钥
打开开发者网站,注册账户并创建 API 密钥,下一步要用。价格和免费方案请看开发者网站。
获取密钥的方法见下方开发者的 README
打开电脑版 Claude 应用的设置文件
SettingsDeveloperEdit Config
粘贴这些设置并保存文件
{ "mcpServers": { "unreal-api": { "command": "uvx", "args": [ "unreal-api-mcp" ], "env": { "UNREAL_VERSION": "your-value", "UNREAL_PROJECT_PATH": "your-value" } } } }只把密钥粘贴到应用的输入框里,不要粘贴到聊天中或发给任何人
退出 Claude 再重新打开
试一试
用 Unreal Engine API Documentation 告诉我你能帮我做什么,然后做一件给我看✓ 如果 Claude 说正在使用 Unreal Engine API Documentation,或回答中出现 Unreal Engine API Documentation 的工具名称,就表示连接成功
菜单名称已于 2026年11月11日 对照 Anthropic 帮助页面核实 · 你的界面可能因版本略有不同
ChatGPT 暂时无法连接 Unreal Engine API Documentation
Unreal Engine API Documentation 需要安装在你的电脑上,而 ChatGPT 只能连接在网上运行的服务器
你可以改用这些方式
A · 使用能连接 Unreal Engine API Documentation 的应用
- 需要 Unreal Engine API Documentation 的密钥(在开发者网站创建) · 需要先在电脑上安装 Python (uv)(只需一次) · 仅限电脑上的 Claude 应用(Windows 或 Mac),网页和手机不可用
- 需要 Unreal Engine API Documentation 的密钥(在开发者网站创建) · 需要先在电脑上安装 Python (uv)(只需一次)
- 需要 Unreal Engine API Documentation 的密钥(在开发者网站创建) · 需要先在电脑上安装 Python (uv)(只需一次)
- 需要 Unreal Engine API Documentation 的密钥(在开发者网站创建) · 需要先在电脑上安装 Python (uv)(只需一次)
B · 开发者工具 类中能连接 ChatGPT 的其他服务器
从同类中使用较多的里挑选,仅限用地址即可连接、无需密钥的
- Sentry✓ ChatGPT
- Compiler Explorer✓ ChatGPT
- GitDiagram✓ ChatGPT
可连接 Claude Code,但需要先准备
需要 Unreal Engine API Documentation 的密钥(在开发者网站创建) · 需要先在电脑上安装 Python (uv)(只需一次)
注册并创建 Unreal Engine API Documentation 的密钥
打开开发者网站,注册账户并创建 API 密钥,下一步要用。价格和免费方案请看开发者网站。
获取密钥的方法见下方开发者的 README
打开终端
Mac:按 Command+空格,输入 Terminal · Windows:打开 PowerShell
粘贴这条命令并按 Enter
claude mcp add --scope user unreal-api --env UNREAL_VERSION=your-value --env UNREAL_PROJECT_PATH=your-value -- uvx unreal-api-mcp按 Enter 前,把“your-value”改成你的密钥
只把密钥粘贴到应用的输入框里,不要粘贴到聊天中或发给任何人
在 Claude Code 中输入 /mcp
应能看到 Unreal Engine API Documentation 在列表中并显示已连接
试一试
用 Unreal Engine API Documentation 告诉我你能帮我做什么,然后做一件给我看✓ 如果 Claude Code 说正在使用 Unreal Engine API Documentation,或回答中出现 Unreal Engine API Documentation 的工具名称,就表示连接成功
菜单名称已于 2026年11月11日 对照 Anthropic 帮助页面核实 · 你的界面可能因版本略有不同
可连接 Cursor,但需要先准备
需要 Unreal Engine API Documentation 的密钥(在开发者网站创建) · 需要先在电脑上安装 Python (uv)(只需一次)
注册并创建 Unreal Engine API Documentation 的密钥
打开开发者网站,注册账户并创建 API 密钥,下一步要用。价格和免费方案请看开发者网站。
获取密钥的方法见下方开发者的 README
填写你的密钥
在 Unreal Engine API Documentation 的设置中,UNREAL_VERSION, UNREAL_PROJECT_PATH 还是空的,填入你的密钥并保存
只把密钥粘贴到应用的输入框里,不要粘贴到聊天中或发给任何人
在 Cursor 中以 Agent 模式打开 AI 聊天
试一试
用 Unreal Engine API Documentation 告诉我你能帮我做什么,然后做一件给我看✓ 如果 Cursor 说正在使用 Unreal Engine API Documentation,或回答中出现 Unreal Engine API Documentation 的工具名称,就表示连接成功
菜单名称已于 2026年11月11日 对照 Cursor 帮助页面核实 · 你的界面可能因版本略有不同
可连接 VS Code,但需要先准备
需要 Unreal Engine API Documentation 的密钥(在开发者网站创建) · 需要先在电脑上安装 Python (uv)(只需一次)
注册并创建 Unreal Engine API Documentation 的密钥
打开开发者网站,注册账户并创建 API 密钥,下一步要用。价格和免费方案请看开发者网站。
获取密钥的方法见下方开发者的 README
填写你的密钥
在 Unreal Engine API Documentation 的设置中,UNREAL_VERSION, UNREAL_PROJECT_PATH 还是空的,填入你的密钥并保存
只把密钥粘贴到应用的输入框里,不要粘贴到聊天中或发给任何人
在 VS Code 中以 Agent 模式打开 AI 聊天
试一试
用 Unreal Engine API Documentation 告诉我你能帮我做什么,然后做一件给我看✓ 如果 VS Code 说正在使用 Unreal Engine API Documentation,或回答中出现 Unreal Engine API Documentation 的工具名称,就表示连接成功
菜单名称已于 2026年11月11日 对照 VS Code 帮助页面核实 · 你的界面可能因版本略有不同
开发者专用:终端命令和 JSON 设置
安装在电脑上
Claude Code
claude mcp add --scope user unreal-api --env UNREAL_VERSION=your-value --env UNREAL_PROJECT_PATH=your-value -- uvx unreal-api-mcpClaude Desktop (claude_desktop_config.json)
{
"mcpServers": {
"unreal-api": {
"command": "uvx",
"args": [
"unreal-api-mcp"
],
"env": {
"UNREAL_VERSION": "your-value",
"UNREAL_PROJECT_PATH": "your-value"
}
}
}
}Cursor (~/.cursor/mcp.json)
{
"mcpServers": {
"unreal-api": {
"command": "uvx",
"args": [
"unreal-api-mcp"
],
"env": {
"UNREAL_VERSION": "your-value",
"UNREAL_PROJECT_PATH": "your-value"
}
}
}
}VS Code (mcp.json)
{
"servers": {
"unreal-api": {
"type": "stdio",
"command": "uvx",
"args": [
"unreal-api-mcp"
],
"env": {
"UNREAL_VERSION": "your-value",
"UNREAL_PROJECT_PATH": "your-value"
}
}
}
}需要你填写的值
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
这些设置是根据作者在注册中心的条目生成的。如果 README 的写法不同,请以 README 为准。
一览
哪些应用可以使用它
依据这个服务器的连接方式和各应用自己的文档,检查于 2026年11月10日。
在你的电脑上运行,适用于
ClaudeGooseLM StudioMsty StudioCherry StudioCursorVS Code + GitHub CopilotVisual StudioWindsurf (Devin Desktop)ZedKiroClineContinueJetBrains AI AssistantClaude CodeCodex CLIGemini CLIOpenCodenodecodeWarpLibreChatRaycast
它能做什么
它在你的电脑上运行;安装后,工具列表会显示在你的 AI 应用中。
基础检查i
我们检查的是任何人都能看到的信息;我们没有阅读代码。不适用的检查项不计入总数。 · 检查于 2026年11月12日
- ✓ 通过
作者与仓库一致
注册名称已通过 GitHub 账户 Codeturion 验证,该账户拥有此仓库
- ✓ 通过
仍在维护
代码最后更新于16天前
- ✓ 通过
有许可证
使用 MIT
- – 不适用
端点有响应
它在你的电脑上运行,没有互联网端点
- – 不适用
使用 OAuth 登录
在你的电脑上运行,改用本地设置
- … 尚未检查
工具描述中没有隐藏指令
它在你的电脑上运行;我们只能读取互联网端点的工具列表
讨论
提问、分享技巧或报告无法使用。按“有帮助”数量排序。
用户评价
还没有评价
与“开发者工具”中的其他服务器比较i
- 星标数多于此分类中其他 5811 个服务器的 97%
- 发布到注册中心的时间比此分类中其他 5811 个服务器的 49% 更新
- 基础检查结果等于或优于此分类中其他 5811 个服务器的 100%
与注册中心里这个分类中所有活跃的服务器比较。只有当发布者拥有该仓库时,星标数才计入。
常见问题
Unreal Engine API Documentation 安全吗?
它在 3 项适用的基础检查中通过了 3 项。我们没有阅读代码。在添加密钥或令牌之前,请先看看这个服务器要求哪些权限,并使用只具备所需权限的密钥。
它需要哪些密钥或代码?
注册中心没有列出必需的密钥,不过有些服务器会在首次使用时要求你登录。
它在我的电脑上运行还是在云端?
它在你的电脑上运行。你的 AI 应用会在需要时启动它,数据不会经过作者的服务器(除非它自己调用在线服务)。
它还在维护吗?
GitHub 仓库最后更新于16天前,最新版本(0.3.1)于31天前进入注册中心。
哪些应用可以使用它?
支持 MCP 的应用,例如 Claude Desktop、Claude Code、Cursor 和 VS Code。你的电脑上还需要有 Python (uv)。
有什么可以替代它?
同一分类中有:REA, GitHub, Serena MCP: the IDE for your agent
同类别的其他选择
同一分类中其他作者的服务器,按星标数排序。
如何看卡片:↓ 每周下载量i★ GitHub 星标i三大支柱:评价 · 检查 · 使用情况i更新 = 最新版本发布到注册中心的时间i
GitHub
Connect AI assistants to GitHub - manage repos, issues, PRs, and workflows through natural language.
Serena MCP: the IDE for your agent
A powerful toolkit for coding, providing semantic retrieval and editing capabilities.
作者的 README
打开 README
按原文从作者的仓库复制。PopNx MCP 没有审查或背书其内容。HTML、图片和脚本已被移除。链接会离开本站。
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 │ ├─