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Narshamcp

by Next-Stage-Incversion 0.13.7i★ –i–
Registry nameio.github.Next-Stage-Inc/narshamcp

Install

Overview

Description from the maker (original English)

Unreal Engine MCP server: C++ PDB symbols, Blueprint and .uasset analysis, build-error fixes

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: –
  • Transport:
  • Category: Developer tools

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).
  • The registry lists no key to fill in.

The maker has not listed install details in the registry. See the maker’s README below.

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 9, 2026

  • ✓ Pass

    Maker matches the repo

    The registry name was verified with the GitHub account Next-Stage-Inc, 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 Developer toolsi

  • More stars than 0% of the other 5594 servers in this category
  • Published to the registry more recently than 45% of the other 5594 servers in this category
  • Basic checks equal to or better than 100% of the other 5594 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 Narshamcp 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 (0.13.7) reached the registry 43 days ago.

Which apps can use it?

Apps that support MCP, such as Claude Desktop, Claude Code, Cursor and VS Code.

What can I use instead?

In the same category: GitHub, Desktop Commander, Cloudflare MCP

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

GitHub

GitHub’s official server lets AI read and manage code, issues and pull requests in your account. Use GitHub’s hosted version or run it locally with Docker.

by githubWidely used★ 34.2KUpdated 6 days ago

Computer or cloud

Desktop Commander

MCP server for terminal commands, file operations, and process management

by wonderwhy-erWidely used↓ 709.6K/wk★ 10.2KUpdated 18 days ago

Runs on your computer

Cloudflare MCP

Cloudflare MCP servers

by cloudflareWidely used★ 4.4KUpdated 14 months ago

Runs in the cloud✓ mcp.cloudflare.com

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.

NarshaADK: Unreal Engine MCP server

NarshaMCP is an Unreal Engine MCP server. It is distributed on Fab as NarshaADK.

It parses C++ source, PDB symbols and binary .uasset files and serves the result over MCP. It is tested with Claude Code and Codex. Most reads work from disk with the Unreal Editor closed; edits need the Editor.

Get it on Fab · Latest release · Documentation

UE 5.7 UE 5.8 Early Access


Early Access. Tool names, parameters and output shapes may change between releases.

The Fab product is named NarshaADK. The installed plugin folder, code module and runtime executable are named NarshaMCP.

Quick start

The runtime is a prebuilt Windows 64-bit executable inside the plugin, and it runs on your machine. There is no hosted MCP endpoint. Python and Node.js are not required.

  1. In an Unreal Engine 5.7 or 5.8 C++ project, install NarshaADK from Fab and enable the NarshaMCP plugin, or extract the ZIP for your engine version from the latest release into YourProject/Plugins/.
  2. Build the C++ project once. The first build writes the project's MCP configuration.
  3. If you configure a client by hand, point it at the runtime that ships inside the plugin:
{

"mcpServers": { "narshamcp": { "command": " /Plugins/NarshaMCP/Source/ThirdParty/bin/narshamcp.exe", "args": ["connect", "--project-path", " "], "env": { "RUST_LOG": "error" } } } }

Fab installs the plugin under the engine's Plugins folder ( /Engine/Plugins/Marketplace/NarshaMCP or /Engine/Plugins/Fab/NarshaMCP, where is your engine install folder), not in the project. For a Fab install, replace /Plugins/NarshaMCP in the command with that plugin folder. Clients that launch the server as a direct process, such as Cursor, use --stdio in place of connect.

The full steps are in Requirements, Install and Connect your MCP client.

What you can do

Most tools take an operation argument. The table lists common read operations. ue_tool_docs returns every operation and its parameters, and your client lists the tools under tools/list.

ToolReturnsRead operationsEditor closedMaturity
ue_analyze_symbolsSymbols, callers, callees and class hierarchy from the project's PDBs; C++/Blueprint cross-references matched against the Blueprint packagessearch_symbols, find_callers, find_callees, trace_hierarchy, find_cpp_to_bp, find_bp_to_cpp, impact_analysisyesProduction
ue_manage_blueprintEvents, nodes, variables and defaults, parent class and AnimGraph of a Blueprint assetget_event_graph, get_raw_nodes, search_variables, get_variable_default, get_blueprint_metadata, list_blueprints, get_animgraphyes; edits need the EditorBeta
ue_fix_errorsBuild-log errors matched to a fix: the missing #include, the missing Build.cs modulescan_build_log, preflight, previewyes; build_and_fix runs a build, get_compiler_results needs the EditorBeta
ue_manage_aiStateTree and Behavior Tree states, tasks, transitions and bindingsget_summary, get_structure, find_transitions, get_bindingsyes; edits need the EditorProduction
ue_manage_materialMaterial node topology, graph summary and instance hierarchyget_graph_summary, get_nodes, get_hierarchy, search_materialsyes; name-based edges need the EditorExperimental
ue_manage_niagaraNiagara systems, emitters, renderers and parametersget_emitter_details, get_structure, get_parameters, search_systemsyesExperimental
ue_manage_pcgPCG graph nodes and flowget_structure, trace_flow, find_nodes, search_graphsyesExperimental
ue_search_assetsAsset search and DataTable rows; a cold load of the reference index may persist a cache in the projectsearch, get_table, find_dependencies, find_references, find_impactyesBeta
ue_analyze_configConfig values across engine and project layers; console-variable declarationssearch_config, explain_config, explore_cvaryesBeta
ue_trace_executionAn execution path across input, abilities, Blueprint and C++trace_execution_flow, trace_from_input, trace_ability_flow, trace_gameplay_tagyesBeta
ue_generate_codeC++ class scaffolds with Unreal macros and module setupgenerate_classyes; returns the file content for you to saveBeta
ue_grep, ue_glob, ue_readText and name search across source, assets and configa query, pattern or identifier; no operationyesExperimental

ue_check_health reports the runtime version and whether the indexes are ready.

Before and after

Each example shows the request, the MCP tool call and the JSON response. Captured from NarshaMCP v0.13.7 on Epic's Lyra Starter Game (UE 5.8.1) with the Editor closed. Values are as returned; removed keys and array elements are marked in the block.

C++ and Blueprint cross-references

Request. Which Blueprints call StartRangedWeaponTargeting, which C++ does GA_Weapon_Fire call, and what derives from ALyraCharacter?

Before. grep -rn StartRangedWeaponTargeting finds the C++ declaration and definition. The Blueprint call sites are inside binary .uasset packages.

Call. Editor closed.

{"name": "ue_analyze_symbols", "arguments": {"operation": "find_cpp_to_bp", "function_name": "ULyraGameplayAbility_RangedWeapon::StartRangedWeaponTargeting", "limit": 5}}

Output. As returned; cuts are marked.

{

"function_name": "ULyraGameplayAbility_RangedWeapon::StartRangedWeaponTargeting", "total_callers": 2, "truncated": false, "blueprint_callers": [ { "blueprint_name": "GA_Weapon_Fire", "blueprint_path": "/Game/Weapons/GA_Weapon_Fire", "owning_function": "K2_ActivateAbility", "node_name": "K2Node_CallFunction_31", "match_tier": "qualified", "confidence": 0.75 }, { "blueprint_name": "GA_WeaponNetShooter", "blueprint_path": "/ShooterCore/Weapons/NetShooter_PROTO/GA_WeaponNetShooter", "owning_function": "K2_ActivateAbility", "node_name": "K2Node_CallFunction_31", "match_tier": "qualified", "confidence": 0.75 } ] // [truncated] blueprint_callers[] fields omitted: call_type, is_pure; keys omitted: operation, skip_dedup, success }

Call. Editor closed.

{"name": "ue_analyze_symbols", "arguments": {"operation": "find_bp_to_cpp", "blueprint_name": "GA_Weapon_Fire", "limit": 2, "offset": 18}}

Output. As returned; cuts are marked.

{

"blueprint_name": "GA_Weapon_Fire", "total_calls": 33, "offset": 18, "truncated": true, "cpp_calls": [ { "full_name": "LyraGameplayAbility_RangedWeapon::StartRangedWeaponTargeting", "owning_function": "K2_ActivateAbility", "node_name": "K2Node_CallFunction_31", "is_pure": false }, { "full_name": "KismetSystemLibrary::SetTimerDelegate", "owning_function": "K2_ActivateAbility", "node_name": "K2Node_CallFunction_4", "is_pure": false } ] // [truncated] cpp_calls[] fields omitted: function_name, owner_class; keys omitted: operation, returned, success, total_count }

Call. Editor closed.

{"name": "ue_analyze_symbols", "arguments": {"operation": "trace_hierarchy", "class_name": "ALyraCharacter", "direction": "down"}}

Output. As returned; cuts are marked.

{

"class_name": "ALyraCharacter", "cpp_descendants_count": 1, "bp_descendants_count": 10, "descendants": [ {"depth": 1, "name": "ALyraCharacterWithAbilities", "relation": "child", "source": "pdb"}, {"depth": 1, "name": "Character_Default", "relation": "child_blueprint", "source": "blueprint"}, {"depth": 2, "name": "B_Hero_Default", "relation": "child_blueprint", "source": "blueprint"}, {"depth": 2, "name": "B_ShootingTarget", "relation": "child_blueprint", "source": "blueprint"} ], "interface_parents": ["IAbilitySystemInterface", "IGameplayCueInterface", "IGameplayTagAssetInterface", "ILyraTeamAgentInterface"] // [truncated] descendants: 4 of 11 elements; descendants[] fields omitted: parent; keys omitted: 13 of 18 }

Result. owning_function is the Blueprint event that contains the call, and match_tier with confidence records how the symbol was matched to the node. descendants[].source is pdb for a C++ subclass and blueprint for a Blueprint one.

Blueprint events, variables and nodes

Request. What events does GA_Weapon_Fire handle, what is its fire delay, and how is a node wired?

Before. Content/Weapons/GA_Weapon_Fire.uasset is binary, and grep -rn FireDelayTimeSecs over the source finds nothing: the variable exists only in the asset.

Call. Editor closed.

{"name": "ue_manage_blueprint", "arguments": {"operation": "get_event_graph", "blueprint_name": "GA_Weapon_Fire"}}

Output. As returned; cuts are marked.

{

"blueprint_name": "GA_Weapon_Fire", "count": 5, "events": [ {"node_title": "FireComplete", "node_class": "K2Node_CustomEvent"}, {"node_title": "FailureMontage Delay Complete", "node_class": "K2Node_CustomEvent"} ] // [truncated] events: 2 of 5 elements; events[] fields omitted: node_id, owning_function; keys omitted: operation, success }

Call. Editor closed.

{"name": "ue_manage_blueprint", "arguments": {"operation": "search_variables", "blueprint_name": "GA_Weapon_Fire", "pattern": "*Fire*"}}

Output. As returned; cuts are marked.

{

"parent_class": "LyraGameplayAbility_RangedWeapon", "total_count": 2, "results": [ { "name": "CharacterFireMontage", "default_value": "AM_MM_Rifle_Fire", "default_value_type": "Object", "edit_condition": "EditDefaultsOnly" }, { "name": "FireDelayTimeSecs", "default_value": "0.1", "default_value_type": "Double", "edit_condition": "EditDefaultsOnly" } ] // [truncated] results[] fields omitted: 9 of 13; keys omitted: 14 of 17 }

Call. Editor closed.

{"name": "ue_manage_blueprint", "arguments": {"operation": "get_raw_nodes", "blueprint_name": "GA_Weapon_Fire", "page": 1, "page_size": 1}}

Output. As returned; cuts are marked.

{

"total_nodes": 98, "has_more": true, "nodes": [ { "id": "K2Node_AsyncAction_ListenForGameplayMessages_0", "node_class": "K2Node_AsyncAction_ListenForGameplayMessages", "owning_function": "K2_OnAbilityAdded", "pins": [ { "name": "execute", "category": "exec", "direction": "input", "linked_to": [ {"node_id": "K2Node_Event_1", "pin_name": "then", "export_index": 70} ] }, {"name": "then", "category": "exec", "direction": "output", "linked_to": []} ] } ] // [truncated] nodes[].pins: 2 of 12 elements; nodes[].pins[].linked_to[] fields omitted: owning_function; nodes[].pins[] fields omitted: container_type, default_value, pin_id, sub_category; nodes[] fields omitted: 5 of 9; keys omitted: 10 of 13 }

Result. parent_class, events[].node_title and results[].default_value are read from the .uasset. pins[].linked_to names t

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