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Unreal Source

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Indexes Unreal Engine source code into a local database, providing AI coding assistants with deep structural queries like class hierarchies, call graphs, and fu

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About

Indexes Unreal Engine source code into a local database, providing AI coding assistants with deep structural queries like class hierarchies, call graphs, and full-text search across all engine source files.

README

Deep Unreal Engine source intelligence for AI development via Model Context Protocol.

Indexes all UE C++ and HLSL source code into a local SQLite database and exposes structural queries — class hierarchies, call graphs, cross-references, and full-text search across 80k+ files and 1M+ symbols — as MCP tools for AI coding assistants like Claude Code.

Why?

AI assistants hallucinate engine APIs, guess at implementation patterns, and can't see how Epic actually built things. This server gives them deep structural access to the real engine source — so they write code that matches how UE actually works, not how they imagine it works.

Complements (does not replace):

  • unreal-project-mcp — Project-level source intelligence (your C++ code)
  • unreal-editor-mcp — Build diagnostics and editor log tools (Live Coding, error parsing, log search)
  • unreal-blueprint-mcp — Blueprint graph reading (nodes, pins, connections, execution flow)
  • unreal-blueprint-reader — C++ editor plugin that serializes Blueprint graphs to JSON for AI tooling
  • unreal-material-mcp — Material graph intelligence, editing, and procedural creation (46 tools: expressions, parameters, instances, graph building, templates, C++ plugin)
  • unreal-config-mcp — Config/INI intelligence (resolve inheritance chains, search settings, diff from defaults, explain CVars)
  • unreal-animation-mcp — Animation data inspector and editor (sequences, montages, blend spaces, ABPs, skeletons, 62 tools)
  • unreal-niagara-mcp — Niagara VFX intelligence and editing (emitters, modules, HLSL generation, procedural creation, 70 tools)
  • unreal-api-mcp by Nico Bailon — API surface lookup (signatures, #include paths, deprecation warnings)

Together these servers give AI agents full-stack UE understanding: engine internals, API surface, your project code, build/runtime feedback, Blueprint graph data, config/INI intelligence, material graph inspection + editing, animation data inspection + editing, and Niagara VFX inspection + creation.

Quick Start

Install from GitHub

uvx --from git+https://github.com/tumourlove/unreal-source-mcp.git unreal-source-mcp --index

Claude Code Configuration

Add to your project's .mcp.json:

{
  "mcpServers": {
    "unreal-source": {
      "command": "uvx",
      "args": ["--from", "git+https://github.com/tumourlove/unreal-source-mcp.git", "unreal-source-mcp"],
      "env": {
        "UE_SOURCE_PATH": "C:/Path/To/UE_5.x/Engine/Source",
        "UE_SHADER_PATH": "C:/Path/To/UE_5.x/Engine/Shaders"
      }
    }
  }
}

Or run from local source during development:

{
  "mcpServers": {
    "unreal-source": {
      "command": "uv",
      "args": ["run", "--directory", "/path/to/unreal-source-mcp", "python", "-m", "unreal_source_mcp"],
      "env": {
        "UE_SOURCE_PATH": "C:/Path/To/UE_5.x/Engine/Source",
        "UE_SHADER_PATH": "C:/Path/To/UE_5.x/Engine/Shaders"
      }
    }
  }
}

The server auto-indexes on first run (~10-15 min). All subsequent queries are instant.

Tools

Tool Description
read_source Get implementation source code for a symbol with line numbers. Shows both .h and .cpp.
find_references Find all usage sites of a symbol (calls, includes, type references).
find_callers Find all functions that call a given function.
find_callees Find all functions called by a given function.
search_source Full-text search across C++ and/or shader source. Supports FTS, regex, and substring modes.
get_class_hierarchy Show the inheritance tree for a class — ancestors, descendants, or both.
get_module_info Module statistics: file count, symbol counts by kind, key classes.
get_symbol_context Symbol definition with surrounding context and doc comments.
read_file Read source lines from a file by path.

CLI

# Index engine source (first time)
unreal-source-mcp --index

# Rebuild from scratch
unreal-source-mcp --reindex

# Run as MCP server (default, used by Claude Code)
unreal-source-mcp

Environment Variables

Variable Required Description
UE_SOURCE_PATH Yes Path to Engine/Source in your UE install
UE_SHADER_PATH No Path to Engine/Shaders (enables shader indexing)
UE_VERSION No Override version detection (e.g. 5.7)

How It Works

  1. Discovery — Walks Engine/Source/ for all Runtime, Editor, Developer, and plugin modules. Optionally indexes Engine/Shaders/ for HLSL (usf/ush).

  2. Parsing — Uses tree-sitter with the C++ grammar to build ASTs. Handles UE macros (UCLASS, UFUNCTION, UPROPERTY, etc.) with regex fallback for misparsed nodes.

  3. Storage — SQLite with FTS5 full-text search. 80k+ files, 1M+ symbols indexed. Database is versioned per UE version at ~/.unreal-source-mcp/ue_{version}.db.

  4. Serving — FastMCP server exposes 9 tools over stdio. Claude Code manages the server lifecycle automatically.

What Gets Indexed

  • All engine C++ source (Runtime, Editor, Developer, built-in plugins)
  • HLSL shader source (usf/ush files)
  • Classes, structs, enums with inheritance and UE macro metadata
  • Functions (declarations and definitions with qualified names)
  • Call references, type references, include relationships
  • Docstrings and symbol context

Add to Your CLAUDE.md

## Unreal Engine Source Intelligence (unreal-source MCP)

Use `unreal-source` MCP tools to read actual engine source code, trace call graphs,
and explore class hierarchies. **Use this when you need to understand HOW something
works, not just its API signature.**

| Tool | When |
|------|------|
| `read_source` | Read the actual implementation of a class/function |
| `find_references` | Find all usage sites of a symbol |
| `find_callers` | What calls this function? |
| `find_callees` | What does this function call? |
| `search_source` | Full-text search across C++ and shader source |
| `get_class_hierarchy` | Inheritance tree (ancestors/descendants) |
| `get_module_info` | Module stats, file counts, key classes |
| `get_symbol_context` | Symbol definition with surrounding context |

**Rules:** Use `read_source` to understand engine internals before reimplementing
patterns. Use `find_callers` to see how Epic uses their own APIs.

Development

# Clone and install
git clone https://github.com/tumourlove/unreal-source-mcp.git
cd unreal-source-mcp
uv sync

# Run tests
uv run pytest -v

# Run locally
UE_SOURCE_PATH="/path/to/Engine/Source" uv run python -m unreal_source_mcp

Requirements

  • Python 3.11+
  • uv (recommended) or pip
  • A local Unreal Engine source installation

License

MIT

from github.com/tumourlove/DEPRECATED-unreal-source-mcp

Install Unreal Source in Claude Desktop, Claude Code & Cursor

Recommended · one command, every IDE
unyly install unreal-source-mcp

Installs into Claude Desktop, Claude Code, Cursor & VS Code — handles npx, uvx and build-from-source repos for you.

First time? Get the CLI: curl -fsSL https://unyly.org/install | sh

Or configure manually

Run in your terminal:

claude mcp add unreal-source-mcp -- uvx --from git+https://github.com/tumourlove/DEPRECATED-unreal-source-mcp unreal-source-mcp

FAQ

Is Unreal Source MCP free?

Yes, Unreal Source MCP is free — one-click install via Unyly at no cost.

Does Unreal Source need an API key?

No, Unreal Source runs without API keys or environment variables.

Is Unreal Source hosted or self-hosted?

Self-hosted: the server runs locally on your machine via the install command above.

How do I install Unreal Source in Claude Desktop, Claude Code or Cursor?

Open Unreal Source on unyly.org, pick your client tab (Claude Desktop, Claude Code, Cursor) and press Install — the config is generated automatically, no JSON editing.

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