Accurate UE5 C++ API docs for AI agents. Prevents hallucinated signatures and includes.
Connect Unreal Engine API Documentation to Claude, Cursor or any other MCP client and it stops being a tab you switch to. Accurate UE5 C++ API docs for AI agents. Prevents hallucinated signatures and includes. The unreal engine api documentation mcp server is what makes that connection.
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.
The server ships on PyPI as unreal-api-mcp, so your MCP client can launch it on demand — there is no separate build step. Add the server block to your client's configuration, restart it, and the tools register themselves.
The toolset is worth reading before you wire it up, because it tells you what the integration is really for:
Covers — all Engine Runtime/Editor modules, built-in plugins (Enhanced Input, GAS, CommonUI, Niagara, etc.), Blueprint graph internals (UK2Node subclassessearch_unreal_api — Find APIs by keywordget_function_signature — Exact signature with parameters and return typeget_include_path — Resolve #include for a typeget_class_reference — Full class reference cardget_deprecation_warnings — Check if an API is obsoleteWhen — ToolConfiguration is passed through the environment: UNREAL_VERSION, UNREAL_PROJECT_PATH, UNREAL_INSTALL_PATH. Treat anything key-shaped as a real credential — scope it to the minimum the server needs, and rotate it if it ever lands in a shared config.
Plenty of knowledge and memory servers cover similar ground. The differences that matter in practice are scope of access and how much setup stands between you and a working tool call. Unreal Engine API Documentation's toolset — Covers, search_unreal_api, get_function_signature and 4 more — is a fair guide to whether it matches your workflow. It is maintained by Codeturion; worth a glance at recent repository activity before you build anything load-bearing on it.
We check each listing at SyncDev against the project's documentation before it goes live — if something here drifts out of date, it is a bug worth reporting.
| Tool | What it does |
|---|---|
| Covers | all Engine Runtime/Editor modules, built-in plugins (Enhanced Input, GAS, CommonUI, Niagara, etc.), Blueprint graph internals (UK2Node subclasses, EdGraphSchema, BlueprintGraph, KismetCompiler) |
| search_unreal_api | Find APIs by keyword |
| get_function_signature | Exact signature with parameters and return type |
| get_include_path | Resolve #include for a type |
| get_class_reference | Full class reference card |
| get_deprecation_warnings | Check if an API is obsolete |
| When | Tool |
{
"mcpServers": {
"unreal-api": {
"command": "uvx",
"args": ["unreal-api-mcp"],
"env": {
"UNREAL_VERSION": "5.5"
}
}
}
}Configuration as documented by the project. Restart the client after saving.
| Variable | Description | Required |
|---|---|---|
| UNREAL_VERSION | Configuration value read at startup. | Optional |
| UNREAL_PROJECT_PATH | Filesystem location the server is allowed to use. | Optional |
| UNREAL_INSTALL_PATH | Filesystem location the server is allowed to use. | Optional |
A knowledge graph your assistant keeps between sessions — entities, relations and observations that persist.
Kill hallucinated APIs — version-accurate, up-to-date library documentation injected straight into context.
Your workspace, on speaking terms with AI — search, read and write Notion pages and databases.
A structured scratchpad for hard problems — stepwise reasoning with revisions, branches and visible logic.
Symbol-level code navigation, refactoring and memory for coding agents — the IDE brain your assistant has been missing.
Chat with your second brain — search, read and write vault notes through the Local REST API.