UEMCP
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TDQS
Scored across 31 tools
Each tool has a clearly distinct purpose, targeting specific Unreal Editor resources and actions. Verbs like add, assign, create, delete, spawn, etc., are uniquely paired with nouns, and there is no semantic overlap between tools.
All tools follow the ue_verb_noun or ue_noun_verb pattern consistently. The naming convention is uniform, with verbs in imperative form and nouns identifying the target resource, making it easy to predict tool behavior from its name.
31 tools is on the higher side, but the scope of Unreal Editor operations justifies the count. Tools cover asset management, level editing, actor manipulation, materials, and more, with the ue_python escape hatch reducing the need for additional specialized tools.
The tool surface covers most common editor workflows: CRUD for assets and actors, level operations, material assignment, camera control, and project info. Minor gaps like texture creation are mitigated by import_asset and the ue_python escape hatch.