Skip to content
NarshaADK
한국어
Get it on Fab

UNREAL ENGINE MCP FOR AI AGENTS

Connect your AI to
your Unreal Engine project.

NarshaADK is an Unreal Engine MCP tool for Claude Code and Codex. Give your AI context beyond source code: C++, PDB symbols, and supported binary Blueprint data, without launching Unreal Editor.

Early AccessWindows · UE 5.7 / 5.8 · C++ project required

Supported uncooked assets. PDB analysis needs a project build. Asset edits require the Editor.

Recorded project researchEditor closed

Project files on disk → structured MCP results

C++ symbolULyraGameplayAbility_RangedWeapon::StartRangedWeaponTargeting
Blueprint callers2
GA_Weapon_FireK2_ActivateAbility
GA_WeaponNetShooterK2_ActivateAbility
Qualified matchMatch confidence 0.75

A visualization of recorded output. Expand the source evidence to see matching details and limitations.

TESTED WITHClaude Code + Codex
GROUNDED INSource · PDB · .uasset
Supported environments & limitations

WHAT OFFLINE PARSING ADDS

What your agent can see now.

Source searches and binary analysis from the same Lyra project, side by side. Every MCP result below was captured with the Editor closed.

NarshaMCP v0.13.7 · Lyra Starter Game · UE 5.8.1

From a variable name to its saved value

FireDelayTimeSecs
FROM SOURCE SEARCH

Not found in source

ADDED BY BINARY ANALYSIS

0.1saved default value

Read the default stored in GA_Weapon_Fire. Your agent has a concrete value to inspect when reviewing weapon behavior.

Inspect the request & response ↗

From C++ to its Blueprint callers

StartRangedWeaponTargeting
FROM SOURCE SEARCH

C++ declaration and definition

ADDED BY BINARY ANALYSIS

2Blueprint call sites

Includes the owning K2_ActivateAbility events. qualified match · score 0.75.

Inspect the request & response ↗

From an asset name to its behavior structure

L_STT_FollowPlayer
FROM SOURCE SEARCH

No StateTree internals

ADDED BY BINARY ANALYSIS

9states · 19 property bindings

Read tasks and transitions as structured data. The document shows selected states and marks omitted data.

Inspect the request & response ↗

The demonstrated gain is the information available to the agent. These runs do not benchmark speed, memory, token savings, or answer accuracy. Supported reads need no Editor or commandlet launch after project setup, a build, and indexing. Method and interpretation ↗

01 / YOUR WORKFLOW

Less searching. More understanding.

Research the project from your AI client, then move from evidence to a change you can review.

01ANALYZE

Research with the Editor closed

Find C++ callers and inspect supported Blueprint events, defaults, and connections directly from project files.

“Which Blueprints call this function?”
02DIAGNOSE

Diagnose build errors

Match supported compiler errors to structured fixes for missing includes and module dependencies.

“Help me fix these build errors.”
03GENERATE

Start from Unreal-aware code

Generate C++ class scaffolds with Unreal macros and module setup, ready for you to review.

“Create a GAS character class.”

02 / FOLLOW THE EVIDENCE

A question. An answer you can inspect.

All three examples were recorded on Lyra with Unreal Editor closed. Inspect the actual requests, returned fields, and matching limits.

C++ ↔ Blueprint

Which Blueprints call this C++ function?

Find the owning Blueprint event and the matched C++ symbol.

BUILD
NarshaMCP v0.13.7
PROJECT
Lyra Starter Game · UE 5.8.1
CONDITION
Editor closed
Read the request & response
C++ symbolULyraGameplayAbility_RangedWeapon::StartRangedWeaponTargeting
Blueprint callers2
GA_Weapon_FireK2_ActivateAbility
GA_WeaponNetShooterK2_ActivateAbility
Qualified matchMatch confidence 0.75

Selected fields from recorded output; not a live session.

Inside a Blueprint

What is inside GA_Weapon_Fire?

Read events, variable defaults, and node connections from the asset.

BUILD
NarshaMCP v0.13.7
PROJECT
Lyra Starter Game · UE 5.8.1
CONDITION
Editor closed
Read the request & response
BLUEPRINT / .uassetGA_Weapon_FireParent class: LyraGameplayAbility_RangedWeapon
CharacterFireMontageObjectAM_MM_Rifle_Fire
FireDelayTimeSecsDouble0.1
.uasset → Default value

Selected fields from recorded output; not a live session.

StateTree structure

How does this StateTree transition?

Inspect tasks and outgoing transitions without opening the Editor.

BUILD
NarshaMCP v0.13.7
PROJECT
Lyra Starter Game · UE 5.8.1
CONDITION
Editor closed
Read the request & response
STATETREE / .uassetL_STT_FollowPlayer9 states · 19 property bindings
Wait 3s FollowOnStateCompleted ↓FollowOnStateSucceeded ↓Root

Selected transitions shown. The full recorded excerpt includes two of nine states.

Selected fields from recorded output; not a live session.

INSIDE UNREAL ENGINE

The graphs behind the data.

Editor captures make the asset structure visible here. NarshaADK reads supported structures from the binary files while the Editor is closed.

Unreal Editor capture · Lyra sampleB_Hero_Shooter · Initialization
Lyra Blueprint graph: hide the actor, wait for InitState.GameplayReady, then show it again after Delay Until Next Tick.

Original Lyra Blueprint captured in Unreal Editor. The recorded NarshaADK examples on this page analyze separate assets.

Open full-size image

Wait for initialization

The graph registers for InitState.GameplayReady.

Restore visibility

ShowPawnAgainNextFrame waits until the next tick, then unhides the actor.

Explore another editor viewB_Hero_Default
Unreal Blueprint editor showing B_Hero_Default and UpdateCustomStencilFromTeamID, with Is Locally Controlled, Is Player Controlled, AND, Select, and Set nodes.

B_Hero_Default · UpdateCustomStencilFromTeamID. Original editor capture with Korean UI labels.

Open full-size image

What does NarshaADK read from a project?

Inspect recorded C++ references, Blueprint data, and StateTree output, with the original requests and run conditions.

03 / CONNECTED CONTEXT

Three sources. A clearer picture.

Your agent can connect compiled C++ relationships to supported binary asset data while the Editor stays closed.

C++ source

Unreal macros, declarations, and source context

PDB symbols

Callers, callees, and class hierarchies from your build

Binary .uasset files

Supported Blueprint and StateTree structures read directly from disk

NarshaADKStructured project contextMCP
Your AI clientClaude CodeCodex

Most reads work with the Editor closed. Asset edits require a running Editor.

04 / GET STARTED

Keep your tools. Add project context.

Open the setup guide
  1. 01

    Install from Fab

    Add the plugin to an Unreal Engine C++ project.

  2. 02

    Build your project

    The first build runs local setup and creates the MCP configuration.

  3. 03

    Connect your AI client

    Confirm Claude Code or Codex in the dashboard’s AI Clients section.

FAQ & SUPPORT

Good questions. Clear answers.

Does it work with Blueprint-only projects?

A C++ project is required. You can analyze supported Blueprint assets inside that project, but Blueprint-only projects are not currently supported.

Do I need the Unreal Editor running?

Most source, symbol, and supported asset reads work from disk with the Editor closed. Asset-changing operations, spawning actors, and automation tests need the Editor.

Is NarshaADK an AI model or an IDE?

NarshaADK is the Fab product. NarshaMCP is its Unreal Engine MCP server, installed plugin folder, code module, and executable. Use it with your own AI client.

What leaves my machine?

Core code and asset analysis runs locally. Connected AI clients have their own data policies and may send context to their providers. Optional anonymous telemetry is opt-in; see the privacy policy for details.

Where can I check pricing or get help?

See the Fab listing for current pricing, license options, reviews, and the support channel. NarshaADK is in Early Access and features can change.

NARSHAADK / EARLY ACCESS

More project context. Better-informed changes.

Let your agent inspect C++ relationships and supported binary asset data before you make a change.