Unreal Project
БесплатноНе проверенIndexes Unreal Engine project C++ source, config files, dependencies, gameplay tags, replication, asset references, and log categories into a SQLite database an
Описание
Indexes Unreal Engine project C++ source, config files, dependencies, gameplay tags, replication, asset references, and log categories into a SQLite database and exposes tools for AI assistants to query structural and config info.
README
Project-level source and configuration intelligence for Unreal Engine AI development via Model Context Protocol.
Indexes your UE project's C++ source code, config/INI files, Build.cs dependencies, plugin descriptors, gameplay tags, replication topology, asset references, and log categories into a SQLite database. Exposes 17 MCP tools for AI coding assistants like Claude Code — structural queries, config lookups, dependency graphs, and full-text search across your entire project.
Why?
AI assistants are great at writing code but struggle to understand large codebases. This server gives them structural awareness of your project — what calls what, how classes relate, where symbols are used, what config drives behavior, how modules depend on each other — so they can make informed changes instead of guessing.
Complements (does not replace):
- unreal-source-mcp — Engine-level source intelligence (full UE C++ and HLSL)
- 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-project-mcp.git unreal-project-mcp --index
Claude Code Configuration
Add to your project's .mcp.json:
{
"mcpServers": {
"unreal-project": {
"command": "uvx",
"args": ["--from", "git+https://github.com/tumourlove/unreal-project-mcp.git", "unreal-project-mcp"],
"env": {
"UE_PROJECT_PATH": "D:/Unreal Projects/MyProject",
"UE_PROJECT_NAME": "MyProject"
}
}
}
}
Or run from local source during development:
{
"mcpServers": {
"unreal-project": {
"command": "uv",
"args": ["run", "--directory", "C:/Projects/unreal-project-mcp", "python", "-m", "unreal_project_mcp"],
"env": {
"UE_PROJECT_PATH": "D:/Unreal Projects/MyProject",
"UE_PROJECT_NAME": "MyProject"
}
}
}
}
The server auto-indexes on first run if no database exists.
Tools (17)
C++ Source Intelligence
| Tool | Description |
|---|---|
search_project |
Full-text search across project C++ source. Supports FTS, regex, and substring modes. Filter by module, path, or symbol kind. |
read_project_source |
Read the actual implementation of a class, function, or struct with line numbers. Shows both .h and .cpp. |
find_project_callers |
Find all functions that call a given function. Includes heuristic delegate/binding detection. |
find_project_callees |
Find all functions called by a given function. |
find_project_references |
Find all usage sites of a symbol (calls, type references, includes). |
get_project_class_hierarchy |
Show the inheritance tree for a class — ancestors, descendants, or both. |
get_project_module_info |
Module statistics: file count, symbol counts by kind, key classes. |
Config & Build Intelligence
| Tool | Description |
|---|---|
get_config_values |
Look up config/INI values by key with optional section filter. Cross-references with UPROPERTY(Config) C++ symbols. |
search_config |
Full-text search across all project config/INI files (sections, keys, values). |
get_module_dependencies |
Build.cs module dependency graph — dependencies, dependents, or both directions. |
get_plugin_info |
Plugin metadata, modules, and plugin-to-plugin dependencies from .uplugin files. |
find_data_table_schema |
Data table struct definitions — finds FTableRowBase children and linked data tables. |
Runtime & Asset Intelligence
| Tool | Description |
|---|---|
find_asset_references |
Find C++ code that references assets by path (TEXT("/Game/..."), LoadObject, ConstructorHelpers, FSoftObjectPath). |
search_gameplay_tags |
Search gameplay tag definitions and usage across C++, INI config, and CSV data tables. |
find_log_sites |
Find log category declarations (DECLARE_LOG_CATEGORY_EXTERN) and UE_LOG usage sites. |
get_replication_map |
Replicated properties and Server/Client/NetMulticast RPCs for a class or the entire project. |
search_project_tags |
Pattern-based classifications: subsystems, anim notifies, console commands. |
CLI
# Index project source (first time)
unreal-project-mcp --index
# Rebuild from scratch
unreal-project-mcp --reindex
# Incremental update (only changed files)
unreal-project-mcp --reindex-changed
# Run as MCP server (default, used by Claude Code)
unreal-project-mcp
Environment Variables
| Variable | Required | Description |
|---|---|---|
UE_PROJECT_PATH |
Yes | Path to the project root (containing Source/ and Plugins/) |
UE_PROJECT_NAME |
No | Project name for the DB filename. Auto-detected from .uproject if not set. |
UNREAL_PROJECT_MCP_DB_DIR |
No | Override DB storage location (default: ~/.unreal-project-mcp/) |
How It Works
Discovery — Walks
Source/for game modules andPlugins/*/Source/for plugin modules. Uses the actual module subdirectory names, not plugin folder names (handles marketplace hashed folders correctly).C++ Parsing — Uses tree-sitter with the C++ grammar to build ASTs. Handles UE macros (UCLASS, UFUNCTION, UPROPERTY, etc.) with regex fallback for misparsed nodes. Extracts replication specifiers, asset path references, and log category declarations.
Config & Build Parsing — Parses UE's non-standard INI format (duplicate keys,
+/-/./!prefixes), Build.cs module dependencies, and .uplugin plugin descriptors.Post-Processing — Scans for gameplay tags across C++, INI, and CSV sources. Applies pattern-based classification to identify subsystems, anim notifies, and console commands.
Storage — SQLite with FTS5 full-text search. 19 tables covering symbols, inheritance, cross-references, config entries, asset references, gameplay tags, replication entries, module dependencies, plugins, log categories, and pattern tags.
Serving — FastMCP server exposes 17 tools over stdio. Claude Code manages the server lifecycle automatically.
What Gets Indexed
C++ Source:
- Classes, structs, enums (with base classes and UE macro metadata)
- Functions (declarations and definitions, with qualified names like
UMyClass::MyMethod) - Variables (member variables with UPROPERTY detection)
- Includes, call references, type references, inheritance relationships
- Replication markers (Server/Client/NetMulticast RPCs, Replicated/ReplicatedUsing properties)
- Asset path references (
TEXT("/Game/..."),LoadObject<T>,ConstructorHelpers,FSoftObjectPath) - Log categories (
DECLARE_LOG_CATEGORY_EXTERN,DEFINE_LOG_CATEGORY) - Docstrings (
/** */and///comments)
Config & Build:
- INI config key-value pairs across all
Config/*.inifiles - Build.cs module dependencies (public, private, dynamically loaded)
- Plugin descriptors (metadata, modules, plugin dependencies)
Derived Intelligence:
- Gameplay tags from C++ source, INI config, and CSV data tables
- Data table struct detection (FTableRowBase children)
- Pattern classifications (subsystems, anim notifies, console commands)
Adding to Your Project's CLAUDE.md
## Project Intelligence (unreal-project MCP)
Use `unreal-project` MCP tools to search, read, and understand your project's C++ source,
config files, module dependencies, gameplay tags, and replication topology.
| Tool | When |
|------|------|
| `search_project` | Full-text search across project C++ source |
| `read_project_source` | Read implementation of a class/function |
| `find_project_callers` | What calls this function? |
| `find_project_references` | Find all usage sites of a symbol |
| `get_project_class_hierarchy` | Inheritance tree (ancestors/descendants) |
| `get_config_values` | Look up config/INI values by key |
| `get_module_dependencies` | Module dependency graph from Build.cs |
| `search_gameplay_tags` | Search gameplay tag definitions and usage |
| `get_replication_map` | Replicated properties and RPCs |
Development
# Clone and install
git clone https://github.com/tumourlove/unreal-project-mcp.git
cd unreal-project-mcp
uv sync
# Run tests (157 tests)
uv run pytest -v
# Run locally
UE_PROJECT_PATH="/path/to/project" uv run python -m unreal_project_mcp
Requirements
- Python 3.11+
- uv (recommended) or pip
License
MIT
Установка Unreal Project
У этого сервера нет опубликованного пакета — он собирается из исходников. Открой репозиторий и следуй инструкции в README.
▸ github.com/tumourlove/DEPRECATED-unreal-project-mcpFAQ
Unreal Project MCP бесплатный?
Да, Unreal Project MCP бесплатный — установка в пару кликов через Unyly без оплаты.
Нужен ли API-ключ для Unreal Project?
Нет, Unreal Project работает без API-ключей и переменных окружения.
Unreal Project — hosted или self-hosted?
Self-hosted: сервер запускается локально на твоей машине командой из раздела установки.
Как установить Unreal Project в Claude Desktop, Claude Code или Cursor?
Открой Unreal Project на unyly.org, выбери вкладку своего клиента (Claude Desktop, Claude Code, Cursor) и нажми Install — конфиг сгенерируется автоматически, без правки JSON.
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