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Narshamcp

de Next-Stage-Incversión 0.13.7i★ –i–
Nombre en el registroio.github.Next-Stage-Inc/narshamcp

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Resumen

Descripción del creador (original en inglés)

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

Los tres pilares de PopNx MCP

Estos tres nunca se combinan en una sola puntuación: las opiniones, las mediciones y la popularidad son cosas distintas.

Qué puedes hacer con él

Todavía no escribimos un resumen sencillo para este. Abajo están los datos que leímos del registro.

  • Conexión: –
  • Transporte:
  • Categoría: Herramientas para desarrolladores

Instalación

Elige la app de IA que usas y copia la configuración.

Antes de instalar

El creador no incluyó detalles de instalación en el registro. Consulta el README del creador más abajo.

Qué puede hacer

Se ejecuta en tu computadora; la lista de herramientas aparece en tu app de IA después de instalarlo.

Revisiones básicasi

Revisamos información que cualquiera puede ver; no hemos leído el código. Las revisiones que no aplican no se cuentan. · Revisado el 8 nov 2026

  • ✓ Superada

    El creador coincide con el repo

    El nombre en el registro se verificó con la cuenta de GitHub Next-Stage-Inc, dueña del repo

  • … Aún sin revisar

    Sigue en mantenimiento

    Todavía no hemos leído este repo en GitHub

  • … Aún sin revisar

    Tiene licencia

    Todavía no hemos leído este repo en GitHub

  • – No aplica

    El endpoint responde

    Este se ejecuta en tu computadora; no hay endpoint en internet

  • – No aplica

    Inicio de sesión con OAuth

    Se ejecuta en tu computadora y usa ajustes locales en su lugar

  • … Aún sin revisar

    Sin instrucciones ocultas en las descripciones de herramientas

    Se ejecuta en tu computadora; solo podemos leer listas de herramientas de endpoints en internet

Comparado con otros en Herramientas para desarrolladoresi

  • Más estrellas que el 0% de los otros 4937 servidores de esta categoría
  • Publicado en el registro más recientemente que el 51% de los otros 4937 servidores de esta categoría
  • Revisiones básicas iguales o mejores que el 100% de los otros 4937 servidores de esta categoría

Comparado con todos los servidores activos de esta categoría en el registro. Las estrellas solo cuentan cuando quien lo publica es dueño del repo.

Preguntas frecuentes

¿Es seguro Narshamcp?

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.

¿Qué claves o códigos necesita?

El registro no indica ninguna clave obligatoria, aunque algunos servidores te piden iniciar sesión la primera vez que los usas.

¿Se ejecuta en mi computadora o en la nube?

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).

¿Sigue en mantenimiento?

El repo de GitHub cambió por última vez –, y la última versión (0.13.7) llegó al registro hace 42 días.

¿Qué apps pueden usarlo?

Las apps compatibles con MCP, como Claude Desktop, Claude Code, Cursor y VS Code.

¿Qué puedo usar en su lugar?

En la misma categoría: GitHub, Desktop Commander, Cloudflare MCP

Alternativas

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

GitHub

Connect AI assistants to GitHub - manage repos, issues, PRs, and workflows through natural language.

de githubMuy usado★ 34,2 milActualizado hace 5 días

Computadora o nube

Desktop Commander

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

de wonderwhy-erMuy usado↓ 709,6 mil/sem★ 10,2 milActualizado hace 17 días

Se ejecuta en tu computadora

Cloudflare MCP

Cloudflare MCP servers

de cloudflareEn crecimiento★ 4,4 milActualizado hace 14 meses

Se ejecuta en la nube✓ mcp.cloudflare.com

README del creador

Abrir el README

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.

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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