原型 · 预览版:收录官方注册中心里的全部服务器,每 30 分钟同步一次。评价和账户功能将在后续阶段推出。
PopNx MCP为使用 AI 的人准备的 MCP 服务器 · 用大白话讲清楚

Unreal Engine API Documentation

作者:Codeturion版本 0.3.1i★ –i在你的电脑上运行
注册名称io.github.Codeturion/unreal-api-mcp

安装

概览

作者提供的说明(英文原文)

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

PopNx MCP 的三大支柱

这三项永远不会合并成一个分数:意见、测量和人气是不同的东西。

它能帮你做什么

我们还没有为它写通俗的介绍。下面是我们从注册中心读取到的事实。

  • 连接方式: 在你的电脑上运行
  • 传输方式: stdio
  • 分类: 其他

安装

选择你使用的 AI 应用,然后复制设置。

安装之前

  • 基础检查:1 项中通过 1 项
  • 在你的电脑上运行,拥有你的用户账户的权限(文件、网络、应用)。
  • 需要你自己填写: UNREAL_VERSION, UNREAL_PROJECT_PATH

你需要

  • PyPI已安装 Python 的 uv(用于 uvx 命令)

你用的是哪个应用?

在上方选择你的应用。我们会记住它,下次按钮会显示“安装到 …”。

打开 Claude Desktop → Settings → Developer → Edit Config,把下面的内容粘贴到 claude_desktop_config.json

{
  "mcpServers": {
    "unreal-api": {
      "command": "uvx",
      "args": [
        "unreal-api-mcp"
      ],
      "env": {
        "UNREAL_VERSION": "your-value",
        "UNREAL_PROJECT_PATH": "your-value"
      }
    }
  }
}

在终端中运行这条命令

claude mcp add unreal-api --env UNREAL_VERSION=your-value --env UNREAL_PROJECT_PATH=your-value -- uvx unreal-api-mcp

运行前请先填写空着的值。

在 Cursor 中打开

或者自己复制设置

粘贴到项目中的 .cursor/mcp.json,或 ~/.cursor/mcp.json

{
  "mcpServers": {
    "unreal-api": {
      "command": "uvx",
      "args": [
        "unreal-api-mcp"
      ],
      "env": {
        "UNREAL_VERSION": "your-value",
        "UNREAL_PROJECT_PATH": "your-value"
      }
    }
  }
}

浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。

在 VS Code 中打开

或者自己复制设置

粘贴到项目中的 .vscode/mcp.json

{
  "servers": {
    "unreal-api": {
      "type": "stdio",
      "command": "uvx",
      "args": [
        "unreal-api-mcp"
      ],
      "env": {
        "UNREAL_VERSION": "your-value",
        "UNREAL_PROJECT_PATH": "your-value"
      }
    }
  }
}

浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。

这个服务器在你的电脑上运行,而 ChatGPT 只能连接互联网上的服务器。请选择其他应用。

你的选择通过 Cookie 保存在这台设备上,无需账户。

需要你填写的值

  • 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

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。

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7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

  • … 尚未检查

    仍在维护

    我们还没有从 GitHub 读取这个仓库

  • … 尚未检查

    有许可证

    我们还没有从 GitHub 读取这个仓库

  • – 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

与“其他”中的其他服务器比较i

  • 星标数多于此分类中其他 32680 个服务器的 0%
  • 发布到注册中心的时间比此分类中其他 32680 个服务器的 60% 更新
  • 基础检查结果等于或优于此分类中其他 32680 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 1 项适用的基础检查中通过了 1 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–,最新版本(0.3.1)于26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:Spec Driven Development, Remote Desktop Commander, EmbeddedCI BenchPod

替代选择

同一分类中其他作者的服务器,按星标数排序。

如何看卡片:★ 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

Spec Driven Development

作者:formulahendry

MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.

在你的电脑上运行★ 440MIT14个月前更新
安装

Remote Desktop Commander

作者:desktop-commander

Remote Desktop Commander: use files, terminal and processes on your own computers from any AI app.

在云端运行★ 211前天更新
安装

EmbeddedCI BenchPod

作者:embeddedci-com

Drive a BenchPod hardware-in-the-loop bench: power, flash, UART, I2C, CAN, analog and logic.

在你的电脑上运行今天更新
安装

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

  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 │ ├─

只显示了开头部分;其余内容请在仓库中阅读

问 PopNx