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.

已驗證STDIO僅桌面知識與記憶開發者工具

概覽

AI 產生的概覽

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。
安裝前請注意
首次執行與啟動時會從 GitHub 下載資料庫並存放在使用者家目錄。UNREAL_PROJECT_PATH 會讓伺服器讀取本機專案資料夾中的 .uproject 檔案。不涵蓋第三方外掛與商城資源,查詢這些內容會得到空結果。

安裝

在 SourceWeft 中

  1. 開啟 儀表板中的 Unreal Engine API Documentation,將其新增到工作區。
  2. 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:

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.

來源:README.md,提交 9a91079

工具

0
SourceWeft 尚未在沙箱中啟動過該軟體包,因此其工具未知。

版本歷史

2
  1. v0.3.1最新Oct 12, 2026
  2. v0.3.0Sep 16, 2026

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