unreal-api-mcp: Unreal Engine API reference

unreal-api-mcp

Unreal Engine C++ API reference over MCP: exact signatures, include paths and deprecated functions, no engine source reads

  • 99 ★ on the repository
  • Last commit
  • MIT
MCP server

Minimal access

Why this level

  • The server reads only a local API database and downloads it on first run; it has no access to the project or secrets
All reasons and checks

codeturion/unreal-api-mcp

Install

In your terminal, with SkillFoxx CLI

npx skillfoxx add mcp/unreal-api-mcp

Detects the agents on your machine, shows the access level and pins the version.

Other ways to install

Access and checks

How we review

Minimal accessThe tool runs nothing and makes no network calls.

  • The server reads only a local API database and downloads it on first run; it has no access to the project or secrets

This is third-party code. Review the repository files before installing.

What it does

unreal-api-mcp gives an agent Unreal Engine API facts from a local SQLite database, one per engine version. It targets a common agent mistake in Unreal C++: an invented function signature, a wrong `#include` path or a call to a deprecated method. There are five tools. `search_unreal_api` finds functions and classes by keyword, `get_function_signature` returns the exact signature with parameters and return type, `get_include_path` resolves the `#include` for a type, `get_class_reference` returns a class card with its member list, and `get_deprecation_warnings` suggests a replacement for an obsolete call. The database covers the Engine Runtime, Editor and Developer modules, built-in plugins such as Enhanced Input, Gameplay Abilities, Common UI, Niagara and Chaos, and Blueprint internals: 158 UK2Node subclasses plus the BlueprintGraph, KismetCompiler and GraphEditor modules. An installed Unreal Engine is not required. On first run the server downloads the database for the chosen version to `~/.unreal-api-mcp/` and checks for updates at startup.

Who it is for. Unreal Engine C++ developers who write code with Claude Code, Cursor or Windsurf and want the agent to check API facts against a reference.

Good fit when

  • The agent proposes a function and you need its signature and return type verified
  • You need the exact `#include` for a class such as `ACharacter`
  • Your project runs Unreal 5.5 or 5.7 and you need to know whether a call is deprecated there
  • You write custom K2 nodes or editor tooling and need Blueprint classes
  • You want to save tokens and avoid feeding huge engine files to the agent

Not a fit when

  • You need third-party plugins and Marketplace assets: the server does not know them, so rely on the project source
  • You want to follow logic inside an engine file, such as a function body: the database holds signatures, comments and member lists
  • You work in Unity or Godot: the server describes Unreal only

Example request

What is the signature of AActor::GetActorLocation, and which include does ACharacter need in Unreal 5.5?

MCP

Transport
stdio
Authentication
not required

Environment variables

UNREAL_VERSION
Unreal Engine version, for example 5.5 or 5.7.3
UNREAL_PROJECT_PATH
Project path; the version is read from EngineAssociation in the .uproject file

Limitations

Coverage follows the databases in the release list; if no database exists for a patch version, the server falls back to the minor version, for example 5.7 for 5.7.3. Without `UNREAL_VERSION` or `UNREAL_PROJECT_PATH` the server answers for Unreal 5.7. The first run needs network access to download the database. Third-party plugins and Marketplace assets are not included. The author advises adding a short snippet to `CLAUDE.md` about when to call the tools: without it the agent may not think of them. The benchmark in the README comes from the author, with 14 questions on two testbeds, so check it against your own project.

How to disable. Remove the `unreal-api` block from the MCP configuration and, if you like, the `~/.unreal-api-mcp/` folder with the downloaded databases.

FAQ

How do I connect unreal-api-mcp to Claude Code or Cursor?

Add a server to `.mcp.json` or the MCP settings with the command `uvx` and the argument `unreal-api-mcp`, and set `UNREAL_VERSION` in env, for example 5.5. No separate Unreal Engine install is needed.

Which Unreal Engine versions are supported?

The list of databases is on the db-v1 release page in the repository, and CI detects and builds new versions every Monday. For a patch version without its own database the server uses the minor version.

Does the server see my project and plugins?

No. It answers from a shared database of the engine and built-in plugins; your project code and third-party plugins are not in it. For those the agent reads project sources.

Do I need Unreal Engine installed for the server to work?

No. The server uses its own SQLite database downloaded to `~/.unreal-api-mcp/`; an installed engine is not required.

What if the agent does not call the tools?

Add the README snippet to `CLAUDE.md` or an equivalent rules file, telling the agent when to call which tool. The author notes that without it the agent may forget the server.

Discussion

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Comparison with similar tools

Cards that share the main search query, and how they differ.

ToolOfficialAuthenticationRepository starsMain difference
unreal-api-mcp: Unreal Engine API reference (this card)nonot required99
UnrealClaudenonot required1,031drives the Unreal editor from Claude Code
Flopperam Unreal Engine MCPnoAPI key1,117automation of the Unreal editor and scene

README in short

The quick start reduces setup to one configuration block, engine version selection and the five tools. It then lists the database by record type (classes, structs, enums, functions, properties), query latencies in milliseconds and a benchmark with its method. A separate section gives a snippet for `CLAUDE.md`.

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