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unreal-api-mcp

PyPI Version PyPI Downloads MCP Registry GitHub Stars GitHub Last Commit Detect New UE Release License: MIT Python 3.10+

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.

Related MCP server: unreal-project-mcp

How It Works

  1. Version detection. The server figures out which UE version to serve:

Priority

Source

Example

1

UNREAL_VERSION env var

"5.5", "5.7", "5.7.3"

2

UNREAL_PROJECT_PATH

Reads .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.

  2. 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

Tool

Purpose

Example

search_unreal_api

Find APIs by keyword

"character movement", "spawn actor", "K2Node"

get_function_signature

Exact signature with parameters and return type

AActor::GetActorLocation

get_include_path

Resolve #include for a type

"ACharacter" -> #include "GameFramework/Character.h"

get_class_reference

Full class reference card

"APlayerController", "UK2Node_SpawnActorFromClass", "UEdGraphSchema_K2"

get_deprecation_warnings

Check 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):

Type

Count

Source

Classes (UCLASS)

10,075

AActor, ACharacter, UGameplayStatics, ...

Structs (USTRUCT)

9,014

FHitResult, FVector, FTransform, ...

Enums (UENUM)

3,475

EMovementMode, ECollisionChannel, ...

Functions (UFUNCTION)

23,414

Signatures with params, return types, specifiers

Properties (UPROPERTY)

66,340

Types, specifiers, doc comments

Delegates

2,406

Dynamic 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.

Config

Correct

Partial

Wrong

MCP + targeted Read

14/14

0

0

Skilled (Grep+Read)

11/14

2

1

Naive (full Reads)

12/14

1

1

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.

  • 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 <dir> --questions <file> (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

Measured on UE 5.7 database (114,724 records), 50 iterations per query:

Query

Median

p95

Exact FQN lookup (get_function_signature)

<1ms

<1ms

FTS search: specific function name

<1ms

<1ms

FTS search: keyword ("spawn actor")

1ms

1ms

Include path resolution

2ms

2ms

Class reference (full member list)

22ms

23ms

Deprecation check

24ms

25ms

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.**

| When | Tool | Example |
|------|------|---------|
| Unsure about a function's parameters or return type | `get_function_signature` | `get_function_signature("AActor::GetActorLocation")` |
| Need the `#include` for a type | `get_include_path` | `get_include_path("ACharacter")` |
| Want to see all members on a class | `get_class_reference` | `get_class_reference("UCharacterMovementComponent")` |
| Searching for an API by keyword | `search_unreal_api` | `search_unreal_api("spawn actor")` |
| Checking if an API is deprecated | `get_deprecation_warnings` | `get_deprecation_warnings("K2_AttachRootComponentTo")` |
| Writing custom K2 nodes or editor tools | `get_class_reference` | `get_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

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"
      }
    }
  }
}

Using pip install:

pip install unreal-api-mcp
{
  "mcpServers": {
    "unreal-api": {
      "command": "unreal-api-mcp",
      "args": [],
      "env": {
        "UNREAL_VERSION": "5.5"
      }
    }
  }
}

Variable

Purpose

Example

UNREAL_VERSION

UE version to serve

5.5, 5.7, 5.7.3

UNREAL_PROJECT_PATH

Auto-detect version from .uproject

F:/Unreal Projects/MyProject

UNREAL_INSTALL_PATH

Override UE install path (for ingest only)

H:/UE_5.6

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.

unreal-api-mcp/
├── src/unreal_api_mcp/
│   ├── server.py          # MCP server (5 tools)
│   ├── db.py              # SQLite + FTS5 database layer
│   ├── version.py         # Version detection + DB download
│   ├── header_parser.py   # Parse Unreal C++ headers (UCLASS, UFUNCTION, etc.)
│   ├── unreal_paths.py    # Locate UE installs + discover modules
│   └── ingest.py          # CLI ingestion pipeline
└── pyproject.toml

Databases are stored in ~/.unreal-api-mcp/ (downloaded on first run).

Troubleshooting

Problem

Fix

"Could not download UE X database"

Check internet connection. Or build locally: python -m unreal_api_mcp.ingest --unreal-version 5.6 --unreal-install H:/UE_5.6

Wrong API version being served

Set UNREAL_VERSION explicitly. Check stderr: unreal-api-mcp: serving UE <version>

Server won't start

Check python --version (needs 3.10+). Check path: which unreal-api-mcp or where unreal-api-mcp

Third-party plugins return no results

Marketplace/third-party plugins are not indexed. Only built-in Engine and Plugin APIs are covered.


See Also

unity-api-mcp: Same concept for Unity (C#). Covers Unity 2022, 2023, and Unity 6.

Contact

Need a custom MCP server for your engine or framework? I build MCP tools that cut token waste and prevent hallucinations for AI-assisted game development. If you want something similar for your team's stack, reach out.

fuatcankoseoglu@gmail.com

License

MIT

Free to use, fork, modify, and share for any personal or non-commercial purpose. Commercial use requires permission.

Available Tools

3 tools
get_class_referenceB

Get all public members of an Unreal Engine class.

Args: class_name: The class name (e.g. "AActor", "ACharacter", "UGameplayStatics").

ParametersJSON Schema
NameRequiredDescriptionDefault
class_nameYes

Output Schema

ParametersJSON Schema
NameRequiredDescription
resultYes

TDQS

B3.4/5.0
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations provided, the description carries full responsibility for behavioral disclosure. It only states the operation (get public members) but does not reveal whether the tool is read-only, if it requires specific permissions, how it handles errors (e.g., invalid class name), or any rate limits or side effects.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is extremely concise at two lines, front-loading the core purpose. The separate 'Args' block is clear and minimal. Every sentence adds value, with no redundancy.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the tool's simplicity (single parameter, output schema present), the description covers the essential information. It does not, however, mention error handling or assumptions about class existence. This is a minor gap but overall sufficient for an experienced developer or agent.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 0% for the single parameter class_name, so the description must compensate. It provides a brief description and examples (e.g., AActor, ACharacter), which add value beyond the raw schema. However, it does not explain naming conventions, case sensitivity, or the effect of invalid inputs. This is adequate but not comprehensive.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the verb 'Get' and the resource 'all public members of an Unreal Engine class,' making the tool's purpose immediately obvious. The provided examples (e.g., AActor) and the distinction from sibling tools (deprecation, function signature, etc.) further reinforce uniqueness.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description offers no guidance on when to use this tool versus alternatives like search_unreal_api or get_function_signature. It does not provide context, exclusions, or prerequisites. The agent is left to infer usage from the tool name alone.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

get_deprecation_warningsA

Check if an Unreal Engine API is deprecated.

Args: name: API name to check (function, class, property, etc.).

ParametersJSON Schema
NameRequiredDescriptionDefault
nameYes

Output Schema

ParametersJSON Schema
NameRequiredDescription
resultYes

TDQS

A3.8/5.0
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are provided, so the description must cover behavioral aspects. It only states it checks deprecation, with no mention of side effects, rate limits, or that it is a read-only operation. The output schema exists but the description adds no behavioral context beyond the basic function.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is concise and front-loaded, containing one sentence for the purpose and a brief parameter doc. No unnecessary words, making it efficient for an agent to parse.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the tool has a single parameter and an output schema, the description is adequate for a simple check. However, it lacks an example or note about return format, though the output schema compensates. It fits well with sibling tools.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The schema description coverage is 0%, but the description provides clear semantics for the single parameter 'name', explaining it can be a function, class, property, etc. This adds meaningful guidance beyond the raw schema definition.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the tool checks deprecation status of an Unreal Engine API, using the verb 'check' and specifying the resource. It distinguishes from sibling tools like 'get_class_reference' and 'get_function_signature' which serve different purposes.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description does not provide explicit when-to-use or when-not-to-use guidance. While the intent is clear from the name and context, there is no mention of alternatives or prerequisites, relying on the implied context of sibling tools.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

get_include_pathA

Get the #include path for an Unreal Engine class, struct, or type.

Args: name: Class or type name (e.g. "AActor", "FHitResult", "ECollisionChannel").

ParametersJSON Schema
NameRequiredDescriptionDefault
nameYes

Output Schema

ParametersJSON Schema
NameRequiredDescription
resultYes

TDQS

A3.6/5.0
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are provided, so the description carries full burden. It states the function but does not disclose edge cases (e.g., what happens if the name is invalid, case sensitivity, or whether multiple results exist). Minimal behavioral context beyond the basic operation.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is short and to the point, with the main action front-loaded. It could be slightly more structured by integrating the parameter explanation into the first sentence, but overall it is efficient and avoids unnecessary words.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The description is adequate for a simple tool with one parameter and an output schema (which covers return format). However, it lacks information about error handling or validation, leaving some gaps about tool behavior in edge cases.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Despite 0% schema description coverage, the description provides examples (e.g., 'AActor', 'FHitResult') and clarifies the parameter expects a class/struct/type name, adding significant meaning beyond the schema's bare type definition.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

Clearly states the tool retrieves the #include path for Unreal Engine classes/structs/types. The verb 'Get' and resource 'include path' are specific, and it is distinct from siblings like 'get_class_reference' or 'search_unreal_api'.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Implied usage from sibling list but no explicit guidance on when to use this over alternatives. Lacks any 'when not to use' or prerequisite information, though the purpose is straightforward.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

TDQS

A3.9/5.0
Disambiguation5/5

Each tool has a clearly distinct purpose: retrieving class members, checking deprecation status, and getting include paths. No overlap or ambiguity.

Naming Consistency5/5

All tool names follow a consistent 'get_<action>' pattern with clear noun suffixes ('reference', 'warnings', 'path'), making them predictable and easy to understand.

Tool Count5/5

Three tools is an appropriate size for a focused API query server. Each tool addresses a common developer need without adding unnecessary complexity.

Completeness4/5

The tools cover core use cases for Unreal Engine API exploration, but could benefit from additional functionality like searching for APIs or listing available classes. Still, the surface is functional and satisfies the stated purpose.

Maintenance

ActivitySlowing
ResponsivenessSyncing

Resources

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