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Unreal Engine API Documentation

by Codeturionversion 0.3.1i★ –iRuns on your computer
Registry nameio.github.Codeturion/unreal-api-mcp

Install

Overview

Description from the maker (original English)

Accurate UE5 C++ API docs for AI agents. Prevents hallucinated signatures and includes.

PopNx MCP’s three pillars

These three are never merged into one score: opinions, measurements and popularity are different things.

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: Other

Install

Pick the AI app you use, then copy the settings.

Before you install

  • Basic checks: 1 of 1 passed
  • Runs on your computer with your user’s permissions (files, network, apps).
  • You fill in yourself: UNREAL_VERSION, UNREAL_PROJECT_PATH

You need

  • PyPIPython’s uv installed (for the uvx command)

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-mcp

Fill in the empty values before running it.

Open in Cursor

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.

Open in VS Code

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_VERSION env
    Unreal Engine version to serve, e.g. 5.7 or 5.8 (default: auto-detect or 5.8)
  • UNREAL_PROJECT_PATH env
    Path 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.

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 7, 2026

  • ✓ Pass

    Maker matches the repo

    The registry name was verified with the GitHub account Codeturion, which owns the repo

  • … Not checked yet

    Still maintained

    We have not read this repo from GitHub yet

  • … 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

Compared with others in Otheri

  • More stars than 0% of the other 32545 servers in this category
  • Published to the registry more recently than 60% of the other 32545 servers in this category
  • Basic checks equal to or better than 100% of the other 32545 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 1 of 1 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 –, and the latest version (0.3.1) reached the registry 26 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: Spec Driven Development, Remote Desktop Commander, Python MCP

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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

  1. Version detection. The server figures out which UE version to serve:
PrioritySourceExample
1UNREAL_VERSION env var"5.5", "5.7", "5.7.3"
2UNREAL_PROJECT_PATHReads .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.

  1. 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.
  1. 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

ToolPurposeExample
search_unreal_apiFind APIs by keyword"character movement", "spawn actor", "K2Node"
get_function_signatureExact signature with parameters and return typeAActor::GetActorLocation
get_include_pathResolve #include for a type"ACharacter" -> #include "GameFramework/Character.h"
get_class_referenceFull class reference card"APlayerController", "UK2Node_SpawnActorFromClass", "UEdGraphSchema_K2"
get_deprecation_warningsCheck 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):

TypeCountSource
Classes (UCLASS)10,075AActor, ACharacter, UGameplayStatics, ...
Structs (USTRUCT)9,014FHitResult, FVector, FTransform, ...
Enums (UENUM)3,475EMovementMode, ECollisionChannel, ...
Functions (UFUNCTION)23,414Signatures with params, return types, specifiers
Properties (UPROPERTY)66,340Types, specifiers, doc comments
Delegates2,406Dynamic 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.

ConfigCorrectPartialWrong
MCP + targeted Read14/1400
Skilled (Grep+Read)11/1421
Naive (full Reads)12/1411

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, #include paths, deprecations) and 6 questions answered inside CharacterMovementComponent.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:

QueryMedianp95
Exact FQN lookup (get_function_signature)<1ms<1ms
FTS search: specific function name<1ms<1ms
FTS search: keyword ("spawn actor")1ms1ms
Include path resolution2ms2ms
Class reference (full member list)22ms23ms
Deprecation check24ms25ms

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.

WhenToolExample
Unsure about a function's parameters or return typeget_function_signatureget_function_signature("AActor::GetActorLocation")
Need the #include for a typeget_include_pathget_include_path("ACharacter")
Want to see all members on a classget_class_referenceget_class_reference("UCharacterMovementComponent")
Searching for an API by keywordsearch_unreal_apisearch_unreal_api("spawn actor")
Checking if an API is deprecatedget_deprecation_warningsget_deprecation_warnings("K2_AttachRootComponentTo")
Writing custom K2 nodes or editor toolsget_class_referenceget_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 with get_include_path if 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

VariablePurposeExample
UNREAL_VERSIONUE version to serve5.5, 5.7, 5.7.3
UNREAL_PROJECT_PATHAuto-detect version from .uprojectF:/Unreal Projects/MyProject
UNREAL_INSTALL_PATHOverride 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 │ ├─

Only the beginning is shown; read the rest in the repo

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