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NarshaADK
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Unreal Engine MCP requirements and compatibility

NarshaADK is in Early Access. Tool names, parameters, and output shapes may change between releases. The evidence on this site is recorded at v0.13.7; check the Fab listing for the currently available packages.

Requirement Support
Operating system Windows 64-bit
Unreal Engine 5.7 and 5.8, with separate version-matched packages
Project C++ project; Blueprint-only projects are not supported
Build tools Visual Studio 2022 with Unreal Engine C++ build tools
Tested clients Claude Code and Codex; separate products and subscriptions
Runtime Prebuilt executable in the plugin; no Python or Node.js required

Symbol analysis needs the PDBs from one successful project build. Install engine debug symbols to include engine classes. The plugin packages contain Unreal C++ plugin source and the prebuilt runtime; the runtime’s own source is not included.

Choose NarshaADK when your agent needs to connect compiled C++ relationships with supported binary asset internals while Unreal Editor is closed. This fits project onboarding, code review, and investigating the impact of a proposed change: the agent can read project evidence before an editing session.

Compare what a tool reads and how it obtains that context. Tools that work with the Editor closed can expose different project data and require different preparation.

Approach Documented example When it fits
Read project files directly NarshaADK reads C++ source, PDB symbols, and supported uncooked .uasset structures from disk. These reads do not launch the Editor or commandlets. Investigate your project’s C++ ↔ Blueprint references, Blueprint internals, and StateTree structure after setup, a build, and indexing.
Work inside the Editor Epic Unreal MCP runs in the Editor process and exposes tools for Editor workflows. Work with a running Editor and its live scene or editing tools.
Query previously built indexes Monolith at the reviewed revision documents a standalone query server for source, asset, and reflection indexes after initial Editor indexing. Research indexed information with the Editor closed; check index coverage and freshness for the question.
Look up engine API reference unreal-api-mcp at the reviewed revision serves Unreal C++ API documentation without an Unreal installation. Research engine APIs. This is a different source of context from your project’s binary asset data.

Official documentation reviewed on 2026-09-21. This is a comparison of documented approaches, not a head-to-head speed, token-use, or accuracy benchmark. It does not rank every MCP server. See the recorded requests, responses, and limitations for NarshaADK’s examples.

  • Trace a function into Blueprint: the C++ ↔ Blueprint example shows the owning Blueprint event, matched C++ symbol, and match score. A score is not an independently measured accuracy rate.
  • Inspect logic beyond source text: the Blueprint example includes events, variable defaults, and selected node connections from GA_Weapon_Fire.
  • Inspect behavior structure: the StateTree example shows selected tasks and transitions, with omitted data identified.

All three are recorded on NarshaMCP v0.13.7 / Lyra / UE 5.8.1 / Editor closed. They establish those runs, not complete asset coverage. Repeat a representative read on your own version-matched project and inspect the returned scope before relying on it. Plain-text product facts provide the same key requirements and evidence links for research tools.

These labels come from the public README shipped with this site. They describe individual tools, not a guarantee that every Unreal feature is supported. ue_tool_docs gives the current operations and parameters.

ToolMaturity
ue_analyze_symbolsProduction
ue_manage_blueprintBeta
ue_fix_errorsBeta
ue_manage_aiProduction
ue_manage_materialExperimental
ue_manage_niagaraExperimental
ue_manage_pcgExperimental
ue_search_assetsBeta
ue_analyze_configBeta
ue_trace_executionBeta
ue_generate_codeBeta
ue_grep, ue_glob, ue_readExperimental

Most source, symbol, and supported binary-asset reads work from disk with the Editor closed. Every operation that creates or edits assets, actor spawning, and automation tests needs a running Editor.

ue_fix_errors / get_compiler_results needs the Editor. Build-log parsing works offline; build_and_fix runs a build. ue_manage_material / get_nodes needs the Editor for node names and name-based edges.

Asset dependency, reference, and impact queries (find_dependencies, find_references, and find_impact) are read operations and work with the Editor closed. A cold load of the reference index may save an internal cache in the project.

  • Cooked assets: unsupported. Cooking strips the editor node graph.
  • Blueprint data pins: connections only; values are not evaluated. Only execution order is traced.
  • Latent, async, and delegate edges: approximated.
  • Large responses: may return a local detail_handle; load it using ue_cache_control / resolve_detail_handle or narrow the read.
  • Index state: symbol_index_loading means indexing is incomplete. symbol_index_degraded_budget means a memory limit capped the index; waiting does not fix it.
  • Read coverage: depends on the tool and supported asset structure. A recorded example is not evidence of all assets or engine versions.

Core code and asset analysis runs locally. Connected AI clients may transmit supplied context under their own provider policies. Optional anonymous telemetry is opt-in. Review the privacy policy for details.

Current pricing, license options, and support are on the Fab listing. Third-party notices ship in the runtime: run narshamcp --licenses or narshamcp --licenses-json.

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