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.
Supported environments
Section titled “Supported environments”| 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.
Choosing an MCP for project research
Section titled “Choosing an MCP for project research”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 | How it obtains context | 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 | Some servers answer with the Editor closed from indexes that a running Editor built earlier. Changes made after the last indexing appear only after the Editor indexes again. | Research indexed information with the Editor closed; check index coverage and freshness for the question. |
| Look up engine API reference | Some servers serve Unreal C++ API documentation from a prebuilt database, without an Unreal installation. They do not read your project’s source or assets. | 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.
Check the evidence for your research task
Section titled “Check the evidence for your research task”- 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.
Tool support
Section titled “Tool support”Check what each tool can help you do and whether its reads need the Editor. Support varies by operation and asset type; a maturity label does not guarantee coverage of every Unreal feature. Use ue_tool_docs for current operations and parameters.
| Task and tool | With the Editor closed | Maturity |
|---|---|---|
Symbols, callers, callees and class hierarchy from the project's PDBs; C++/Blueprint cross-references matched against the Blueprint packagesue_analyze_symbols | yes | Production |
Events, nodes, variables and defaults, parent class and AnimGraph of a Blueprint assetue_manage_blueprint | yes; edits need the Editor | Beta |
Build-log errors matched to a fix: the missing #include, the missing Build.cs moduleue_fix_errors | yes; build_and_fix runs a build, get_compiler_results needs the Editor | Beta |
StateTree and Behavior Tree states, tasks, transitions and bindingsue_manage_ai | yes; edits need the Editor | Production |
Material node topology, graph summary and instance hierarchyue_manage_material | yes; name-based edges need the Editor | Experimental |
Niagara systems, emitters, renderers and parametersue_manage_niagara | yes | Experimental |
PCG graph nodes and flowue_manage_pcg | yes | Experimental |
Asset search and DataTable rows; a cold load of the reference index may persist a cache in the projectue_search_assets | yes | Beta |
Config values across engine and project layers; console-variable declarationsue_analyze_config | yes | Beta |
An execution path across input, abilities, Blueprint and C++ue_trace_execution | yes | Beta |
C++ class scaffolds with Unreal macros and module setupue_generate_code | yes; returns the file content for you to save | Beta |
Text and name search across source, assets and configue_grep, ue_glob, ue_read | yes | Experimental |
Editor requirements
Section titled “Editor requirements”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. Loading the reference index for the first time may create a local cache file in the project.
Known limitations
Section titled “Known limitations”- 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 usingue_cache_control/resolve_detail_handleor narrow the read. - Index state:
symbol_index_loadingmeans indexing is incomplete.symbol_index_degraded_budgetmeans 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.
Data and privacy
Section titled “Data and privacy”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. NarshaADK also asks GitHub at startup, normally at most once a day, whether a newer version exists; set the environment variable NARSHAMCP_AUTO_UPDATE_DISABLED=1 before starting to turn that off. Review the privacy policy for details.
Licensing and support
Section titled “Licensing and support”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.