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Narshamcp

作者:Next-Stage-Inc版本 0.13.7i★ –i–
注册名称io.github.Next-Stage-Inc/narshamcp

安装

概览

作者提供的说明(英文原文)

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

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: –
  • 传输方式:
  • 分类: 开发者工具

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)。
  • 注册中心没有列出需要填写的密钥。

作者没有在注册中心列出安装信息。请查看下方作者的 README。

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10日

  • ✓ 通过

    作者与仓库一致

    注册名称已通过 GitHub 账户 Next-Stage-Inc 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“开发者工具”中的其他服务器比较i

  • 星标数多于此分类中其他 5620 个服务器的 0%
  • 发布到注册中心的时间比此分类中其他 5620 个服务器的 45% 更新
  • 基础检查结果等于或优于此分类中其他 5620 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

Narshamcp 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(0.13.7)于44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。

有什么可以替代它?

同一分类中有:GitHub, Desktop Commander, Cloudflare MCP

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:↓ 每周下载量i★ 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

GitHub

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

作者:github广泛使用★ 3.4万7天前更新

电脑或云端

Desktop Commander

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

作者:wonderwhy-er广泛使用↓ 71万/周★ 1万19天前更新

在你的电脑上运行

Cloudflare MCP

Cloudflare MCP servers

作者:cloudflare广泛使用★ 444614个月前更新

在云端运行✓ mcp.cloudflare.com

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。

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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