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Descripción del creador (original en inglés)
Unreal Engine MCP server: C++ PDB symbols, Blueprint and .uasset analysis, build-error fixes
Estos tres nunca se combinan en una sola puntuación: las opiniones, las mediciones y la popularidad son cosas distintas.
Todavía no escribimos un resumen sencillo para este. Abajo están los datos que leímos del registro.
Elige la app de IA que usas y copia la configuración.
El creador no incluyó detalles de instalación en el registro. Consulta el README del creador más abajo.
Se ejecuta en tu computadora; la lista de herramientas aparece en tu app de IA después de instalarlo.
Revisamos información que cualquiera puede ver; no hemos leído el código. Las revisiones que no aplican no se cuentan. · Revisado el 8 nov 2026
El nombre en el registro se verificó con la cuenta de GitHub Next-Stage-Inc, dueña del repo
Todavía no hemos leído este repo en GitHub
Todavía no hemos leído este repo en GitHub
Este se ejecuta en tu computadora; no hay endpoint en internet
Se ejecuta en tu computadora y usa ajustes locales en su lugar
Se ejecuta en tu computadora; solo podemos leer listas de herramientas de endpoints en internet
Comparado con todos los servidores activos de esta categoría en el registro. Las estrellas solo cuentan cuando quien lo publica es dueño del repo.
Superó 1 de 1 revisiones básicas aplicables. No hemos leído el código. Antes de agregar una clave o un token, revisa qué acceso pide el servidor y usa una clave que tenga solo los permisos que necesitas.
El registro no indica ninguna clave obligatoria, aunque algunos servidores te piden iniciar sesión la primera vez que los usas.
Se ejecuta en tu computadora. Tu app de IA lo inicia cuando hace falta, y los datos no pasan por los servidores del creador (a menos que el propio servidor llame a un servicio en línea).
El repo de GitHub cambió por última vez –, y la última versión (0.13.7) llegó al registro hace 42 días.
Las apps compatibles con MCP, como Claude Desktop, Claude Code, Cursor y VS Code.
En la misma categoría: GitHub, Desktop Commander, Cloudflare MCP
Servidores de la misma categoría hechos por otros creadores, ordenados por estrellas.
Cómo leer una tarjeta:↓ Descargas por semanai★ Estrellas de GitHubiTres pilares: reseñas · revisiones · usoiActualizado = fecha en que se publicó la última versión en el registroi
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MCP server for terminal commands, file operations, and process management
Copiado tal cual del repo del creador. PopNx MCP no lo ha revisado ni lo respalda. Se quitaron HTML, imágenes y scripts. Los enlaces llevan fuera de este sitio.
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.
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.
YourProject/Plugins/.{
"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.
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.
| Tool | Returns | Read operations | Editor closed | Maturity |
|---|---|---|---|---|
ue_analyze_symbols | Symbols, callers, callees and class hierarchy from the project's PDBs; C++/Blueprint cross-references matched against the Blueprint packages | search_symbols, find_callers, find_callees, trace_hierarchy, find_cpp_to_bp, find_bp_to_cpp, impact_analysis | yes | Production |
ue_manage_blueprint | Events, nodes, variables and defaults, parent class and AnimGraph of a Blueprint asset | get_event_graph, get_raw_nodes, search_variables, get_variable_default, get_blueprint_metadata, list_blueprints, get_animgraph | yes; edits need the Editor | Beta |
ue_fix_errors | Build-log errors matched to a fix: the missing #include, the missing Build.cs module | scan_build_log, preflight, preview | yes; build_and_fix runs a build, get_compiler_results needs the Editor | Beta |
ue_manage_ai | StateTree and Behavior Tree states, tasks, transitions and bindings | get_summary, get_structure, find_transitions, get_bindings | yes; edits need the Editor | Production |
ue_manage_material | Material node topology, graph summary and instance hierarchy | get_graph_summary, get_nodes, get_hierarchy, search_materials | yes; name-based edges need the Editor | Experimental |
ue_manage_niagara | Niagara systems, emitters, renderers and parameters | get_emitter_details, get_structure, get_parameters, search_systems | yes | Experimental |
ue_manage_pcg | PCG graph nodes and flow | get_structure, trace_flow, find_nodes, search_graphs | yes | Experimental |
ue_search_assets | Asset search and DataTable rows; a cold load of the reference index may persist a cache in the project | search, get_table, find_dependencies, find_references, find_impact | yes | Beta |
ue_analyze_config | Config values across engine and project layers; console-variable declarations | search_config, explain_config, explore_cvar | yes | Beta |
ue_trace_execution | An execution path across input, abilities, Blueprint and C++ | trace_execution_flow, trace_from_input, trace_ability_flow, trace_gameplay_tag | yes | Beta |
ue_generate_code | C++ class scaffolds with Unreal macros and module setup | generate_class | yes; returns the file content for you to save | Beta |
ue_grep, ue_glob, ue_read | Text and name search across source, assets and config | a query, pattern or identifier; no operation | yes | Experimental |
ue_check_health reports the runtime version and whether the indexes are ready.
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.
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.
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
Solo se muestra el principio; lee el resto en el repo