Unreal Engine API Documentation

io.github.CodeturionPublished by GitHub account Codeturionv0.3.1Updated Oct 24, 2026

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

VerifiedSTDIODesktop onlyKnowledge & MemoryDeveloper Tools

Overview

AI-generated overview

Local MCP server that gives an AI assistant accurate Unreal Engine 5 C++ API documentation, so it can verify signatures, include paths and deprecations instead.

What you can do
Search Unreal Engine APIs by keyword to find relevant classes, functions and nodes. Look up exact function signatures with parameters and return types. Resolve the correct #include path for a type. Retrieve full class reference cards with member lists. Check whether an API is deprecated and what replaces it.
When to use it
Useful when writing Unreal Engine C++ or editor tooling and you want the assistant to check real API signatures, include paths and recent deprecations rather than rely on model memory. Best paired with an instructions snippet telling the assistant when to call the tools.
Requirements
Runs locally via uvx or pip (Python 3.10+); no Unreal Engine installation needed. Set UNREAL_VERSION or UNREAL_PROJECT_PATH to pick the engine version, otherwise it defaults to UE 5.7. Internet access on first run to download the version-specific SQLite database into the user's home directory.
Before you install
On first run and at startup it downloads a database from GitHub and stores it under the user's home directory. UNREAL_PROJECT_PATH points the server at a local project folder to read the .uproject file. Third-party plugins and marketplace assets are not covered, so results for those are empty.

Installation

In SourceWeft

  1. Open Unreal Engine API Documentation in the dashboard and add it to a workspace.
  2. Enable the server for the chats that should use its tools.

Desktop only via STDIO. STDIO servers start a local process, so they need the SourceWeft desktop host.

Other MCP clients

Follow the launch instructions in the repository.

README

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:

json
{  "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.

  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

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.

[Answer quality by agent config, judged against verified ground truth]
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 <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
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.

markdown
## 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

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:

json
{  "mcpServers": {    "unreal-api": {      "command": "uvx",      "args": ["unreal-api-mcp"],      "env": {        "UNREAL_PROJECT_PATH": "F:/Unreal Projects/MyProject"      }    }  }}
Alternative installation methods

Using pip install:

bash
pip install unreal-api-mcp
json
{  "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:

bash
# Build for a specific versionpython -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│   ├── 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

ProblemFix
"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 servedSet UNREAL_VERSION explicitly. Check stderr: unreal-api-mcp: serving UE <version>
Server won't startCheck python --version (needs 3.10+). Check path: which unreal-api-mcp or where unreal-api-mcp
ModuleNotFoundError: No module named 'mcp.server.fastmcp'Version 0.3.0 or older installed mcp 2.x. Restart your MCP client, or run uvx unreal-api-mcp@latest. With pip, run pip install -U unreal-api-mcp.
Third-party plugins return no resultsMarketplace/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.

[email protected]

License

MIT

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

Source: README.md at commit 9a91079

Tools

0
SourceWeft has not started this package in its sandbox yet, so its tools are not known.

Version history

2
  1. v0.3.1LatestOct 12, 2026
  2. v0.3.0Sep 16, 2026

Score

50% of the applicable checks met

How complete this listing is, computed from the registry entry, the endpoint and public sources. Not a rating of the server and not a statement that it is safe or working today: reachability is a dated check, and no installs or reviews go into the score.

  • Reached in the last 30 days25 pts

    Keep the endpoint answering the MCP handshake; SourceWeft probes it every 30 days.

  • Auth declared10 pts

    Declare the credential headers in the registry entry, or keep the endpoint answering the probe so its auth can be classified.

  • Tools listed15 pts

    Answer tools/list without a credential, or ship a package that starts in a sandbox without one.

  • DescriptionRequired15 pts
  • Logo10 pts
  • Documentation15 pts
  • License10 pts