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Unreal Engine API Documentation

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

Updated
Feb 26, 2026

Quick Install

uvx unreal-api-mcp

unreal-api-mcp

MCP Registry PyPI Version PyPI Downloads 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.

Supports UE 5.5, 5.6, and 5.7 with separate databases for each version. Works with Claude Code, Cursor, Windsurf, or any MCP-compatible AI tool. No Unreal Engine installation required.

Quick Start

pip install unreal-api-mcp

Add to your MCP config (.mcp.json, mcp.json, or your tool's MCP settings), setting UNREAL_VERSION to match your project:

{
  "mcpServers": {
    "unreal-api": {
      "command": "unreal-api-mcp",
      "args": [],
      "env": {
        "UNREAL_VERSION": "5.5"
      }
    }
  }
}

Valid values: "5.5", "5.6", or "5.7". On Windows, use unreal-api-mcp.exe.

On first run the server downloads the correct database (~43-48 MB) to ~/.unreal-api-mcp/.

How It Works

  1. Version detection. The server figures out which UE version to serve:
PrioritySourceExample
1UNREAL_VERSION env var"5.5", "5.6", "5.7"
2UNREAL_PROJECT_PATHReads .uproject EngineAssociation field, maps 5.5.1 to "5.5"
3Default"5.7"
  1. Database download. If the database for that version isn't cached locally, it downloads from GitHub (one time).

  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"
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" -> all functions/properties/delegates
get_deprecation_warningsCheck if an API is obsolete"K2_AttachRootComponentTo" -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).

VersionRecordsDeprecatedModulesDB Size
UE 5.599,5913,68986043 MB
UE 5.6109,5304,20598148 MB
UE 5.7114,7244,4091,01950 MB

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

In a 10-step character movement development workflow, MCP consistently uses far fewer tokens than agents working with grep and file reads:

Total Tokens - 10-Step Development Workflow

The gap holds across every question type. MCP wins on simple include lookups and complex class references alike:

Hallucination Risk: Grep+Read vs MCP

Even in a realistic hybrid workflow where MCP results are followed up with targeted file reads, it still uses significantly fewer tokens than a skilled agent working without MCP:

Realistic Workflow: MCP + Targeted Read

"Without MCP" estimates assume full or partial file reads. A skilled agent with good tooling may use fewer tokens than shown. What MCP guarantees is a correct, structured answer in one call every time.

Per-question breakdown

Token Cost Per Question

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
Accuracy
TestResult
Search top-1 relevance (8 common queries)100%
Include path resolution (6 key classes)100%
Function signature accuracy (3 common functions)100%
Class reference completeness (2 classes)100%
Deprecation detection (1 deprecated API)100%

Ranking uses BM25 with tuned column weights (member name 10x, class name 5x) plus core module boosting to ensure AActor::GetActorLocation ranks above niche plugin APIs.

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.

## 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")` |

**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.)
- 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:

{
  "mcpServers": {
    "unreal-api": {
      "command": "unreal-api-mcp",
      "args": [],
      "env": {
        "UNREAL_PROJECT_PATH": "F:/Unreal Projects/MyProject"
      }
    }
  }
}
Environment variables
VariablePurposeExample
UNREAL_VERSIONUE version to serve5.5, 5.6, 5.7
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:

# Build for a specific version
python -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
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.

fuatcankoseoglu@gmail.com

License

MIT

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