
Unreal Engine API Documentation
io.github.Codeturion由 GitHub 帳號 Codeturion 發布v0.3.1更新於 Oct 24, 2026
Accurate UE5 C++ API docs for AI agents. Prevents hallucinated signatures and includes.
概覽
本機 MCP 伺服器,為 AI 助理提供準確的虛幻引擎 5 C++ API 文件,用來核對函式簽章、標頭檔路徑與棄用資訊。
- 可以做什麼
- 依關鍵字搜尋虛幻引擎 API,找出相關的類別、函式與節點。查詢函式的精確簽章、參數與回傳型別。解析某個型別應使用的 #include 路徑。取得完整類別參考卡片與成員清單。檢查某個 API 是否已棄用以及替代方案。
- 適用情境
- 適合在撰寫虛幻引擎 C++ 程式碼或編輯器工具時使用,讓助理核對真實的 API 簽章、標頭檔路徑與近期棄用情況,而不是依賴模型記憶。最好搭配一段說明,告訴助理何時呼叫這些工具。
- 執行需求
- 透過 uvx 或 pip 在本機執行(需要 Python 3.10 以上),不必安裝虛幻引擎。設定 UNREAL_VERSION 或 UNREAL_PROJECT_PATH 選擇引擎版本,否則預設為 UE 5.7。首次執行需要網路連線,從 GitHub 下載對應版本的 SQLite 資料庫到使用者家目錄。
安裝
在 SourceWeft 中
- 開啟 儀表板中的 Unreal Engine API Documentation,將其新增到工作區。
- 為需要使用其工具的對話啟用該服務。
Desktop only,透過 STDIO。 STDIO 服務會啟動本機處理程序,因此需要 SourceWeft 桌面主機。
其他 MCP 客戶端
參照 儲存庫 中的啟動說明。
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.
來源:README.md,提交 9a91079
工具
0版本歷史
2- v0.3.1最新Oct 12, 2026
- v0.3.0Sep 16, 2026
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