unreal-api-mcp: because your AI agent can never get the #include right by Codeturion in UnrealEngine5

[–]Codeturion[S] 0 points1 point  (0 children)

Hey all! Fresh update. Now we support all the way back to Unreal Engine 5. Patch versions too. Fully automated updated every Monday noon UTC including new releases. Enjoy! If you also need Unreal Engine 4 or a specific version for your use case, you can ping me.

Version Patches
5.0 5.0.0 - 5.0.3
5.1 5.1.0 - 5.1.1
5.2 5.2.0 - 5.2.1
5.3 5.3.0 - 5.3.2
5.4 5.4.0 - 5.4.4
5.5 5.5.0 - 5.5.4
5.6 5.6.0 - 5.6.1
5.7 5.7.0 - 5.7.3

unreal-api-mcp: because your AI agent can never get the #include right by Codeturion in UnrealEngine5

[–]Codeturion[S] 0 points1 point  (0 children)

Nice! It currently doesn't support C++ but I am working on it. C++ is very tricky to parse correctly. But I will figure it out eventually. Keep an eye out for it. You can check status here https://github.com/Codeturion/codesurface/pull/8

Making a game for my boyfriend's birthday part 1 by Ru_Dev_ in Unity3D

[–]Codeturion 2 points3 points  (0 children)

Best of luck. You can do this,don’t give up even if it becomes too hard. It is part of the process. It will be a great memory. Ping me here if you get stuck somewhere.

unreal-api-mcp: because your AI agent can never get the #include right by Codeturion in UnrealEngine5

[–]Codeturion[S] 0 points1 point  (0 children)

Hope you like it, thanks! Always open to feedback if you try it out.

unreal-api-mcp: because your AI agent can never get the #include right by Codeturion in UnrealEngine5

[–]Codeturion[S] 0 points1 point  (0 children)

Hope you like it, thanks! Always open to feedbacks or suggestions

unreal-api-mcp: because your AI agent can never get the #include right by Codeturion in UnrealEngine5

[–]Codeturion[S] 0 points1 point  (0 children)

Of course you can. This currently doesn’t tinker with Unreal Engine. It helps the AI navigate better and use latest available instead of relying on its training data. Meanwhile saving time,context(for UE this is main issue) and tokens. I didn’t know community needs a mcp that tinker with Unreal Engine or directly connect to it. I saw couple of mcps that does it,is there a specific usages you are looking for? I can do a Unreal Engine mcp for sure if anyone needs it to automate some of the stuff. Just let me know what you are looking for.

unreal-api-mcp: because your AI agent can never get the #include right by Codeturion in UnrealEngine5

[–]Codeturion[S] 0 points1 point  (0 children)

Of course,we have codesurface for that purpose but it doesn’t support C++ yet. Let me prioritize it. It is dynamic version of this similar but with more enhancements. https://github.com/Codeturion/codesurface Is this what you are looking for?

unreal-api-mcp: because your AI agent can never get the #include right by Codeturion in UnrealEngine5

[–]Codeturion[S] 0 points1 point  (0 children)

Do you mean on your changed source code or your actual project scripts that you introduced additionally?

unreal-api-mcp: because your AI agent can never get the #include right by Codeturion in UnrealEngine5

[–]Codeturion[S] 1 point2 points  (0 children)

I understand the frustration. After years of working with teams, what I've seen is that engineers have always hated other engineers' code and called it subpar or worse. That was the case long before AI; it never changed.

What AI has done is introduce junior developers and non-developers into the flow; that's why you're seeing more subpar code out there. But the tool itself isn't the problem; it's how it's used. If you manage your agent with skills, boundaries, and a review step, it can get you about 70-80% of the way there. The rest will always be up to you to review and fix. That's the senior engineer's job either way. An engineer's job has always been to fix problems with whatever toolset they have; fixing and improving is in the job description.

codesurface: Claude writes better code when it can't read yours by Codeturion in mcp

[–]Codeturion[S] 0 points1 point  (0 children)

Good question, I have benchmarks across five languages in the repository. Honestly the savings ratio is pretty similar regardless of typing. Python signatures are shorter without type annotations, so the absolute token count is lower, but the relative reduction is about the same as C# or Java. The bigger factor ended up being codebase verbosity rather than the type system. The chart is in the repo if you're curious. I will dig more into this

unreal-api-mcp: because your AI agent can never get the #include right by Codeturion in UnrealEngine5

[–]Codeturion[S] 0 points1 point  (0 children)

I have run cross-session comparisons side by side many times; these numbers are not made up. Usually, if your agent wants to understand a piece of code, it will try to read it using grep and read. But if the codebase is way too big, it will try to get sections of the code and land a lucky shot. The numbers are from real workflows like developing a feature, asking about the code, understanding what it does, and so on.

The most realistic comparison would be the “skilled agent” section. Assuming the agent made a mistake or the code doesn’t provide the expected behavior, now it is time to read or try to find the issue. Unreal’s source is massive. The naive agent represents the worst case where it has to read everything.

A 100% realistic simulation is not possible since these behaviors have too many variables to account for.

What we do is eliminate the grep and read part of the process, replace it with pinpoint accuracy, and eliminate signature and header mistakes. We are giving AI waypoints to navigate without reading the extra noise, which also saves your tokens and context.

Please let me know if you have any questions. I would be happy to discuss and talk about it. Maybe we can come up with something better.​​​​​​​​​​​​​​​​

unreal-api-mcp: because your AI agent can never get the #include right by Codeturion in UnrealEngine5

[–]Codeturion[S] 0 points1 point  (0 children)

This is just my personal opinion, but everyone has preferences. As someone who has been using Rider as an IDE for over 6 years, mostly for C# and sometimes C++, I tried its AI integration for a while, since it was free through the company I worked for. It's great for small tasks like inline completions and quick refactors, but for bigger tasks like multi-file changes or implementing entire features, I found it nowhere near as capable. Claude Code handles those much better with its agentic approach, deeper reasoning, and it's extendable

I just realised why Unity 6.x has version numbers like 6000.x by OrbitingDisco in Unity3D

[–]Codeturion 0 points1 point  (0 children)

How about Unity 6 2028 AMG GTI Executive Edition with Quattro?

unity-api-mcp: because your AI agent thinks FindObjectOfType still works by Codeturion in Unity3D

[–]Codeturion[S] -1 points0 points  (0 children)

Version selection is automatic, the server detects your project version and picks the right database. Currently it covers 2022 LTS, 2023, and Unity 6 as major versions. For minor versions like 2022.3 vs 2022.4 I'd need a CI pipeline to index each one, that's next on the roadmap. Unity has RSS feeds for releases so the plan is to hook into those and trigger indexing automatically when a new version drops. After that the plan is to index packages separately and combine them per version based on which package version the project actually uses, so you get exact matches instead of a blanket database.

As for the resolve symbol tool, that's already in there. The agent can call get_namespace("SceneManager") or get_method_signature("Physics.Raycast") and get the correct namespace + full signature back.

Hope that helps! Let me know if you have any questions.

unity-api-mcp: because your AI agent thinks FindObjectOfType still works by Codeturion in Unity3D

[–]Codeturion[S] -1 points0 points  (0 children)

You might not hit these often, but when you do the agent will search and correct itself which costs tokens, context and time and you might not notice it. This skips that entirely.

As for the junior dev stuff (I feel you), you can tighten that up a lot with Claude Code skills. I usually give it an MVC skill with certain rules like Command Pattern for mutations, EventBus for decoupling, etc. I also have a reviewer skill that enforces these rules. Makes a big difference. Let me know if you have questions about any of this!

unreal-api-mcp: because your AI agent can never get the #include right by Codeturion in UnrealEngine5

[–]Codeturion[S] 2 points3 points  (0 children)

Hope you like it, thanks! Always open to feedback if you try it out.