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DimensionUnreal Engine API Documentation MCP ServerInstant, accurate Unreal Engine C++ API lookups that save tokens and prevent hallucinated signatures.MartinLoop MCP ServerAn independent control layer that gives AI coding agents budgets, brakes, and receipts
FMRS52 / 100 · D79 / 100 · B
Reliability8 / 2012 / 20
Security and permissions9 / 2018 / 20
Maintenance10 / 2016 / 20
Documentation13 / 2018 / 20
Setup experience12 / 2015 / 20
Best for
  • Developers writing Unreal Engine C++ with AI agents
  • Teams wanting to cut token usage and avoid API hallucinations
  • UE5 projects that must handle the latest deprecations and version differences
  • Developers working in MCP-compatible tools such as Claude Code, Cursor, or Windsurf
  • Engineering teams scaling AI coding agents while controlling spend
  • Platform teams that need auditable, rollback-aware agent execution records
  • Organizations using multiple agents (Claude, Codex, Gemini) under one governed flow
Not for
  • Users needing third-party plugin or marketplace asset APIs (not indexed)
  • Projects using engines other than Unreal Engine
  • Users who want a graphical interface rather than agent-driven lookups
  • Users requiring official Epic Games support or endorsement
  • Developers who just want a simple code-completion helper without run governance
  • Teams unwilling to accept local JSONL run records with HMAC signing
  • Environments without a supported adapter (Claude/Codex/Gemini CLIs, direct provider, or verifier-only)
Required permissions
  • Local file system access: to auto-detect the engine version from .uproject and to read/write the database cache in ~/.unreal-api-mcp/
  • Network access: to download the version-specific database from GitHub on first run and to check for updates on startup
  • Read/write access to the configured repo root (writable scope restrictable via --allow-path/--deny-path)
  • Ability to invoke the chosen agent CLI (Claude/Codex/Gemini, etc.) and its underlying model account
  • Local disk writes for run records, receipts, and share outputs (share/run-receipt., etc.)
  • Execution of user-configured verifier commands (e.g. npm test)
Risks and side effects
  • The first run needs internet access to download the database; restricted networks may fail
  • If neither UNREAL_VERSION nor UNREAL_PROJECT_PATH is set, it may serve a version that differs from your actual project and return APIs for the wrong engine version
  • Only engine and built-in plugin APIs are covered, so third-party queries return nothing and may mislead an agent into thinking an API does not exist
  • Maintained by a third-party developer, not an official Epic Games project, and offers no official support
  • Although licensed under MIT, commercial use requires additional permission
  • Verifier commands are executed; poorly chosen verifier commands carry security risk despite preflight policy checks
  • Cost and token figures may be estimates (labeled with provenance) and should not be treated as settled accounting
  • Receipt integrity must be verified before use as trustworthy evidence; missing rollback evidence is flagged as EVIDENCE_BOUNDARY
  • Policy defaults come from martin.config.yaml and can be overridden by CLI flags; misconfiguration can loosen safety boundaries
Supported clientsClaude Code, Cursor, WindsurfClaude Code, Codex, Gemini CLI, Cursor, VS Code, GitHub Copilot, Continue
Tools50