
Unreal Engine API Documentation
io.github.Codeturion由 GitHub 账号 Codeturion 发布v0.3.1更新于 Oct 24, 2026
Accurate UE5 C++ API docs for AI agents. Prevents hallucinated signatures and includes.
概览
本地 MCP 服务器,为 AI 助手提供准确的虚幻引擎 5 C++ API 文档,用于核对函数签名、头文件路径和弃用信息。
- 可以做什么
- 按关键词搜索虚幻引擎 API,查找相关类、函数和节点。查询函数的精确签名、参数与返回类型。解析某个类型应使用的 #include 路径。获取完整类参考卡片及成员列表。检查某个 API 是否已弃用以及替代方案。
- 适用场景
- 适合在编写虚幻引擎 C++ 代码或编辑器工具时使用,让助手核对真实的 API 签名、头文件路径和近期弃用情况,而不是依赖模型记忆。最好配合一段说明,告诉助手何时调用这些工具。
- 运行要求
- 通过 uvx 或 pip 在本地运行(需要 Python 3.10 及以上),无需安装虚幻引擎。设置 UNREAL_VERSION 或 UNREAL_PROJECT_PATH 选择引擎版本,否则默认使用 UE 5.7。首次运行需要联网,从 GitHub 下载对应版本的 SQLite 数据库到用户主目录。
安装
在 SourceWeft 中
- 打开 控制台中的 Unreal Engine API Documentation,将其添加到工作区。
- 为需要使用其工具的对话启用该服务。
Desktop only,通过 STDIO。 STDIO 服务会启动本地进程,因此需要 SourceWeft 桌面宿主。
其他 MCP 客户端
参照 仓库 中的启动说明。
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:
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
- Version detection. The server figures out which UE version to serve:
Set one of these to match your project. Without either, the server defaults to UE 5.7.
-
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.
-
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
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):
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.
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,
#includepaths, deprecations) and 6 questions answered insideCharacterMovementComponent.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:
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.
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:
Alternative installation methods
Using pip install:
Environment variables
Building databases locally
If you want to build a database from your own Unreal Engine installation instead of downloading:
Databases are written to ~/.unreal-api-mcp/unreal_docs_{version}.db by default.
Project structure
Databases are stored in ~/.unreal-api-mcp/ (downloaded on first run).
Troubleshooting
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.
License
Free to use, fork, modify, and share for any personal or non-commercial purpose. Commercial use requires permission.
来源:README.md,提交 9a91079
工具
0版本历史
2- v0.3.1最新Oct 12, 2026
- v0.3.0Sep 16, 2026
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