# CLAUDE.md This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. ## Project Purpose UnrealDocGenerator is a tool for generating documentation from Unreal Engine C++ header files and exposing it to Claude via an MCP server for item-granularity lookups. ## Current State Implementation complete. Scripts live in `docgen/`: - `docgen/ue_parser.py` — Parses UE headers into dataclasses - `docgen/ue_markdown.py` — Renders parsed data as Markdown (ultra-compact format, documented items only) - `docgen/generate.py` — CLI entry point; two-pass pipeline (parse-all → build type index → render-all) - `ue_mcp_server.py` — MCP server exposing 5 tools for item-granularity doc lookups - `.mcp.json` — Registers the MCP server with Claude Code (stdio transport) ## Usage ```bash python docgen/generate.py [input2 ...] python docgen/generate.py Runtime/Engine/ Runtime/AIModule/ docs/ # multiple directories python docgen/generate.py Runtime/Engine/Classes/GameFramework/Actor.h docs/ # single file ``` Output: one `.md` per `.h` + `docs/type-index.txt` (compact `TypeName: path/to/File.md` lookup). The last argument is always the output directory. All preceding arguments are inputs (files or directories, processed recursively). ## MCP Server `ue_mcp_server.py` exposes 5 tools Claude can call directly: | Tool | Purpose | |---|---| | `search_types(pattern)` | Regex search over `type-index.txt` — locate a type before fetching details | | `get_class_overview(class_name)` | Compact view: description + inherits + property/function name lists | | `get_member(class_name, member_name)` | Full doc for one function or property (all overloads) | | `get_file(relative_path)` | Full `.md` file — use when you need delegates, enums, or multiple classes | | `search_source(pattern, path_hint)` | Grep UE `.h` files in `Engine/Source/` and `Engine/Plugins/`; `path_hint` applied under both; returns up to 40 lines total | Requires `pip install mcp`. Reads `$UE_DOCS_PATH`; `search_source` also requires `$UE_ENGINE_ROOT` (must point to the `Engine/` directory, e.g. `/path/to/UnrealEngine/Engine`). `.mcp.json` passes both vars via `${VAR}` interpolation — no paths hardcoded. Typical query flow: `search_types` → `get_class_overview` → `get_member` (~3 calls, ~15 lines vs ~100 lines for a full file read). ## Architecture Notes - Parser uses a **position-based scanner**, not line-by-line regex, to handle nested braces correctly. - `find_matching_close()` extracts balanced `{}`/`()` while skipping `//`, `/* */`, and string literals. - Only items with actual C++ doc comments (`/** */`) are included in output (`_has_doc()` filter). - Two-pass pipeline in `generate.py`: Pass 1 parses all files, Pass 2 renders with cross-reference links. - Multi-input: each `(header, base)` pair tracks its own base dir for correct relative output paths. - Inline cross-references: base class names linked to their `.md` when in corpus (`_make_type_link()`). - Deprecated functions excluded from output (`not f.is_deprecated` in visibility filter). - Enums with no value descriptions use compact inline format (`Values: A, B, C`) instead of a table. - Placeholder descriptions (`------//`) filtered by `_PLACEHOLDER_RE` in `_fn_body()`. - Headers with no documented content: `render_header()` returns `""`, `generate.py` skips writing the file and filters those types from `type-index.txt` to avoid dead entries. ## Critical Gotchas - **Never** use `\s` inside a `[...]` character class with `*?` on C++ source — causes catastrophic regex backtracking. Use line-based scanning instead. - Identifier regex must be `r'\w+'`, **not** `r'[\w:~]+'` — the latter consumes `public:` as one token, breaking access specifier detection (all members become `private`). - Module name casing: use `_caps_to_camel()` (not `.title()`) — `AIMODULE.title()` → `Aimodule` instead of `AIModule`.