set_unreal_pathLABSCO SUMMARY
It answers Unreal questions with Unreal's own conventions attached.
The structural tools — class analysis, hierarchies, references — are what you would expect. The pattern detection is the part worth having: it finds a UPROPERTY, tells you a Category specifier would help, and links to Epic's specifier reference, which turns an analysis session into a review. And because the parser is generic C++, the same tools work on a Qt app or a custom engine once you set the codebase path.
What it is
An MCP server that parses C++ with tree-sitter and answers structural questions about it. It ships with Unreal Engine knowledge — subsystem overviews, pattern detection, best-practice guidance — but it will point at any C++ codebase, not only Unreal's.
What you get
- Class internals: properties with types and access levels, methods with return types and virtual flags —
analyze_class - Inheritance chains resolved all the way up, optionally including implemented interfaces —
find_class_hierarchy - Every reference to a class, function or variable, with the file, line and surrounding context —
find_references - Regex-capable code search scoped by file pattern, with comment inclusion optional —
search_code - Pattern detection over a file that names the Unreal pattern, points at the line, and suggests improvements with documentation links —
detect_patterns - Best-practice guidance for UPROPERTY, UFUNCTION, Components, Events, Replication and Blueprints, each with concrete examples —
get_best_practices - API documentation search extracted from source comments, filterable by category and module, with relevance-ranked results —
query_api - Subsystem overviews naming the core classes, key features and common use cases for areas such as Physics —
analyze_subsystem - The same analysis pointed at any C++ project — a custom engine, a graphics library, a Qt application —
set_custom_codebase,set_unreal_path
Requirements
Node, and a build from source: clone, npm install, npm run build, then register the built build/index.js in your Claude Desktop or Cline config. Before any analysis tool works you must set a path — either the Unreal Engine source directory or a custom codebase root — and the server errors clearly if you have not. Built on TypeScript with tree-sitter and tree-sitter-cpp for parsing. The subsystem analysis tool is the one part that is Unreal-only.
Setup effort
Build from source — git clone https://github.com/ayeletstudioindia/unreal-analyzer-mcp
USE CASES
Understanding an unfamiliar Unreal class
Analyse it for properties and methods, then walk its hierarchy up to UObject to see what it inherits.
Judging whether a change is safe
Find every reference to the function with its surrounding context before altering the signature.
Reviewing your own code against Unreal conventions
Run pattern detection over the header and read the suggested improvements and documentation links alongside the best-practice guide.
Getting oriented in a subsystem
Read the subsystem overview for its core classes and common use cases before diving into individual files.
Pointing it at a non-Unreal C++ project
Set the custom codebase path, then use the same class, hierarchy and reference tools on your own engine or library.
10 tools
Listed in project docs. Your client may show a different list.
set_custom_codebaseanalyze_classfind_class_hierarchyfind_referencessearch_codedetect_patternsget_best_practicesquery_apianalyze_subsystemBEFORE YOU INSTALL
What to know first
Tools you get
10 tools named in the project's documentation.
Requires
node on PATH
Where it runs
Both documented clients run the server on your machine.
INSTALLATION
Connect your client
You clone and build this one yourself.
Server setup
git clone https://github.com/ayeletstudioindia/unreal-analyzer-mcp
cd unreal-analyzer-mcp
npm install
npm run buildMCP Clients
Claude Desktop, Cline
{
"mcpServers": {
"unreal-analyzer": {
"command": "node",
"args": [
"<YOUR_PATH_TO_UNREAL_ANALYZER_MCP>/build/index.js"
],
"env": {}
}
}
}