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  3. Narshamcp
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Narshamcp

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Unreal Engine MCP server: C++ PDB symbols, Blueprint and .uasset analysis, build-error fixes

Quick Install

Automated & IDE Setup

Copy the AI prompt to install this server into Claude Code, Cursor, or another agent — or use 1-click editor setup below.

One-click editor setup isn’t available for this listing yet — we don’t have a confirmed install command, and we’d rather show nothing than point your editor at the wrong package or host. Follow the project’s own setup instructions, linked above.

Manual Client & Custom JSON ConfigExpand JSON â–¾
No confirmed setup config for this listing yet. We only publish a config block when the install details come from the project itself — its README, its docs, or a verified owner. We haven’t found those for narshamcp, and we’d rather show nothing than a guess you’d paste into your client. Follow the project’s own setup instructions for the current steps.
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Documentation Overview

NarshaADK cover image

NarshaADK: Unreal Engine MCP server

NarshaMCP is an Unreal Engine MCP server. It is distributed on Fab as NarshaADK.

It parses C++ source, PDB symbols and binary .uasset files and serves the result over MCP. It is tested with Claude Code and Codex. Most reads work from disk with the Unreal Editor closed; edits need the Editor.

Get it on Fab · Latest release · Documentation

UE 5.7 UE 5.8 Early Access


Early Access. Tool names, parameters and output shapes may change between releases.

The Fab product is named NarshaADK. The installed plugin folder, code module and runtime executable are named NarshaMCP.

Quick start

The runtime is a prebuilt Windows 64-bit executable inside the plugin, and it runs on your machine. There is no hosted MCP endpoint. Python and Node.js are not required.

  1. In an Unreal Engine 5.7 or 5.8 C++ project, install NarshaADK from Fab and enable the NarshaMCP plugin, or extract the ZIP for your engine version from the latest release into YourProject/Plugins/.
  2. Build the C++ project once. The first build writes the project's MCP configuration.
  3. If you configure a client by hand, point it at the runtime that ships inside the plugin:
config.json
{
  "mcpServers": {
    "narshamcp": {
      "command": "<Project>/Plugins/NarshaMCP/Source/ThirdParty/bin/narshamcp.exe",
      "args": ["connect", "--project-path", "<Project>"],
      "env": { "RUST_LOG": "error" }
    }
  }
}

Fab installs the plugin under the engine's Plugins folder (<UE>/Engine/Plugins/Marketplace/NarshaMCP or <UE>/Engine/Plugins/Fab/NarshaMCP, where <UE> is your engine install folder), not in the project. For a Fab install, replace <Project>/Plugins/NarshaMCP in the command with that plugin folder. Clients that launch the server as a direct process, such as Cursor, use --stdio in place of connect.

The full steps are in Requirements, Install and Connect your MCP client.

What you can do

Most tools take an operation argument. The table lists common read operations. ue_tool_docs returns every operation and its parameters, and your client lists the tools under tools/list.

ToolReturnsRead operationsEditor closedMaturity
ue_analyze_symbolsSymbols, callers, callees and class hierarchy from the project's PDBs; C++/Blueprint cross-references matched against the Blueprint packagessearch_symbols, find_callers, find_callees, trace_hierarchy, find_cpp_to_bp, find_bp_to_cpp, impact_analysisyesProduction
ue_manage_blueprintEvents, nodes, variables and defaults, parent class and AnimGraph of a Blueprint assetget_event_graph, get_raw_nodes, search_variables, get_variable_default, get_blueprint_metadata, list_blueprints, get_animgraphyes; edits need the EditorBeta
ue_fix_errorsBuild-log errors matched to a fix: the missing #include, the missing Build.cs modulescan_build_log, preflight, previewyes; build_and_fix runs a build, get_compiler_results needs the EditorBeta
ue_manage_aiStateTree and Behavior Tree states, tasks, transitions and bindingsget_summary, get_structure, find_transitions, get_bindingsyes; edits need the EditorProduction
ue_manage_materialMaterial node topology, graph summary and instance hierarchyget_graph_summary, get_nodes, get_hierarchy, search_materialsyes; name-based edges need the EditorExperimental
ue_manage_niagaraNiagara systems, emitters, renderers and parametersget_emitter_details, get_structure, get_parameters, search_systemsyesExperimental
ue_manage_pcgPCG graph nodes and flowget_structure, trace_flow, find_nodes, search_graphsyesExperimental
ue_search_assetsAsset search and DataTable rows; a cold load of the reference index may persist a cache in the projectsearch, get_table, find_dependencies, find_references, find_impactyesBeta
ue_analyze_configConfig values across engine and project layers; console-variable declarationssearch_config, explain_config, explore_cvaryesBeta
ue_trace_executionAn execution path across input, abilities, Blueprint and C++trace_execution_flow, trace_from_input, trace_ability_flow, trace_gameplay_tagyesBeta
ue_generate_codeC++ class scaffolds with Unreal macros and module setupgenerate_classyes; returns the file content for you to saveBeta
ue_grep, ue_glob, ue_readText and name search across source, assets and configa query, pattern or identifier; no operationyesExperimental

ue_check_health reports the runtime version and whether the indexes are ready.

Before and after

Each example shows the request, the MCP tool call and the JSON response. Captured from NarshaMCP v0.13.7 on Epic's Lyra Starter Game (UE 5.8.1) with the Editor closed. Values are as returned; removed keys and array elements are marked in the block.

C++ and Blueprint cross-references

Request. Which Blueprints call StartRangedWeaponTargeting, which C++ does GA_Weapon_Fire call, and what derives from ALyraCharacter?

Before. grep -rn StartRangedWeaponTargeting finds the C++ declaration and definition. The Blueprint call sites are inside binary .uasset packages.

Call. Editor closed.

config.json
{"name": "ue_analyze_symbols", "arguments": {"operation": "find_cpp_to_bp", "function_name": "ULyraGameplayAbility_RangedWeapon::StartRangedWeaponTargeting", "limit": 5}}

Output. As returned; cuts are marked.

JSON Config
{
  "function_name": "ULyraGameplayAbility_RangedWeapon::StartRangedWeaponTargeting",
  "total_callers": 2,
  "truncated": false,
  "blueprint_callers": [
    {
      "blueprint_name": "GA_Weapon_Fire",
      "blueprint_path": "/Game/Weapons/GA_Weapon_Fire",
      "owning_function": "K2_ActivateAbility",
      "node_name": "K2Node_CallFunction_31",
      "match_tier": "qualified",
      "confidence": 0.75
    },
    {
      "blueprint_name": "GA_WeaponNetShooter",
      "blueprint_path": "/ShooterCore/Weapons/NetShooter_PROTO/GA_WeaponNetShooter",
      "owning_function": "K2_ActivateAbility",
      "node_name": "K2Node_CallFunction_31",
      "match_tier": "qualified",
      "confidence": 0.75
    }
  ]
  // [truncated] blueprint_callers[] fields omitted: call_type, is_pure; keys omitted: operation, skip_dedup, success
}

Call. Editor closed.

config.json
{"name": "ue_analyze_symbols", "arguments": {"operation": "find_bp_to_cpp", "blueprint_name": "GA_Weapon_Fire", "limit": 2, "offset": 18}}

Output. As returned; cuts are marked.

JSON Config
{
  "blueprint_name": "GA_Weapon_Fire",
  "total_calls": 33,
  "offset": 18,
  "truncated": true,
  "cpp_calls": [
    {
      "full_name": "LyraGameplayAbility_RangedWeapon::StartRangedWeaponTargeting",
      "owning_function": "K2_ActivateAbility",
      "node_name": "K2Node_CallFunction_31",
      "is_pure": false
    },
    {
      "full_name": "KismetSystemLibrary::SetTimerDelegate",
      "owning_function": "K2_ActivateAbility",
      "node_name": "K2Node_CallFunction_4",
      "is_pure": false
    }
  ]
  // [truncated] cpp_calls[] fields omitted: function_name, owner_class; keys omitted: operation, returned, success, total_count
}

Call. Editor closed.

config.json
{"name": "ue_analyze_symbols", "arguments": {"operation": "trace_hierarchy", "class_name": "ALyraCharacter", "direction": "down"}}

Output. As returned; cuts are marked.

JSON Config
{
  "class_name": "ALyraCharacter",
  "cpp_descendants_count": 1,
  "bp_descendants_count": 10,
  "descendants": [
    {"depth": 1, "name": "ALyraCharacterWithAbilities", "relation": "child", "source": "pdb"},
    {"depth": 1, "name": "Character_Default", "relation": "child_blueprint", "source": "blueprint"},
    {"depth": 2, "name": "B_Hero_Default", "relation": "child_blueprint", "source": "blueprint"},
    {"depth": 2, "name": "B_ShootingTarget", "relation": "child_blueprint", "source": "blueprint"}
  ],
  "interface_parents": ["IAbilitySystemInterface", "IGameplayCueInterface", "IGameplayTagAssetInterface", "ILyraTeamAgentInterface"]
  // [truncated] descendants: 4 of 11 elements; descendants[] fields omitted: parent; keys omitted: 13 of 18
}

Result. owning_function is the Blueprint event that contains the call, and match_tier with confidence records how the symbol was matched to the node. descendants[].source is pdb for a C++ subclass and blueprint for a Blueprint one.

Blueprint events, variables and nodes

Request. What events does GA_Weapon_Fire handle, what is its fire delay, and how is a node wired?

Before. Content/Weapons/GA_Weapon_Fire.uasset is binary, and grep -rn FireDelayTimeSecs over the source finds nothing: the variable exists only in the asset.

Call. Editor closed.

config.json
{"name": "ue_manage_blueprint", "arguments": {"operation": "get_event_graph", "blueprint_name": "GA_Weapon_Fire"}}

Read the full README →View source on GitHub →

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Frequently Asked Questions about Narshamcp

We don't have a confirmed install command for narshamcp yet, so we don't publish a generated one — a guessed package name would point at the wrong package or none at all. Follow the project's own README or setup instructions (https://github.com/Next-Stage-Inc/narshamcp-releases) for the current steps.

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Technical Specs & Signals

Category🧬Biology & Bioinformatics
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Last updatedSep 28, 2026
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27Quality signal: Emerging · 27/100How this signal is calculated ▾
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