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Glama
tumourlove

unreal-project-mcp

by tumourlove

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
UE_PROJECT_NAMENoProject name for the DB filename. Auto-detected from .uproject if not set.
UE_PROJECT_PATHYesPath to the project root (containing Source/ and Plugins/)
UNREAL_PROJECT_MCP_DB_DIRNoOverride DB storage location (default: ~/.unreal-project-mcp/)

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
read_project_sourceA

Get the implementation source code for a class, function, or struct in the project.

Shows the actual source lines from disk with line numbers. For classes, shows both .h declaration and .cpp implementation if available.

find_project_referencesA

Find all usage sites of a symbol in the project (calls, includes, type references, etc.).

ref_kind: filter by reference kind (e.g. 'call', 'include', 'type'). Empty for all.

find_project_callersC

Find all functions in the project that call the given function.

find_project_calleesC

Find all functions called by the given function in the project.

search_projectA

Full-text search across project source code.

scope: 'cpp' (headers+source), 'all' mode: 'fts' (default, token-based), 'regex', 'substring' module: filter to files in this module (e.g. 'MyGameModule') path_filter: filter to files whose path contains this string symbol_kind: filter symbol results by kind (class, function, struct, etc.) Returns both symbol matches and source line matches.

get_project_class_hierarchyB

Show the inheritance tree for a class in the project.

direction: 'ancestors' (parents), 'descendants' (children), 'both'

get_project_module_infoB

Get project module statistics: file count, symbol counts by kind, and key classes.

get_config_valuesB

Look up config/INI values by key name, with optional section filter. Cross-references with UPROPERTY(Config) C++ symbols.

search_configC

Full-text search across all project config/INI files (sections, keys, and values).

find_asset_referencesB

Find C++ code that references assets by path, or find all asset paths referenced by a symbol.

find_data_table_schemaC

Show the FTableRowBase struct definition and linked data table for a data table schema.

search_gameplay_tagsC

Search gameplay tag definitions, requests, and checks across the project.

get_module_dependenciesB

Show Build.cs dependency graph for a module. direction: 'dependencies', 'dependents', or 'both'.

get_plugin_infoC

Show plugin metadata, modules, and dependencies.

find_log_sitesB

Find where a log category is declared and all UE_LOG usage sites.

get_replication_mapA

Show Server/Client/NetMulticast RPCs and replicated properties for a class (or all classes).

search_project_tagsC

Search pattern tags: subsystems, anim_notify, console_command.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

A3.5/5.0

Scored across 17 tools

Disambiguation5/5

Each tool has a clearly distinct purpose, covering different aspects of Unreal Engine project analysis such as references, config, module dependencies, and source reading. Overlap is minimal and well-documented through distinct parameters.

Naming Consistency5/5

All tool names follow a consistent verb_noun pattern in snake_case, using descriptive verbs like find, get, read, search. This makes the tool surface predictable and easy to navigate.

Tool Count5/5

Seventeen tools is an appropriate number for the server's scope of analyzing Unreal Engine project code, config, and dependencies. Each tool adds value without overwhelming the user.

Completeness5/5

The tool set covers major analysis tasks: symbol references, config values, module dependencies, plugin info, class hierarchy, source reading, and various specialized searches. There are no obvious gaps for the stated purpose of project code analysis.

Maintenance

ActivityInactive
ResponsivenessNo issues