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gameforge_export_unreal_package

Export a complete Unreal Engine 5 Python importer and Paper2D/PaperZD builder: slices PNG atlases into PaperSprite assets, assembles PaperFlipbooks, and spawns the locked Orthographic CameraActor.

Instructions

Export a complete Unreal Engine 5 Python (unreal) importer & Paper2D/PaperZD builder: imports Albedo + Normal PNG atlases, slices every (row, col) cell into PaperSprite assets with custom foot pivot, assembles directional PaperFlipbook clips, and spawns the locked Orthographic CameraActor.

Input Schema

NameRequiredDescriptionDefault
project_idYes
character_idYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv2.0.0

TDQS

B3/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries full burden; it does disclose the pipeline actions (imports atlases, slices cells, assembles flipbooks, spawns camera), which gives real behavioral insight. However, it omits key traits for an export that writes assets into a UE project: whether assets are overwritten, whether a running Unreal editor/plugin is required, and idempotency/side effects.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

A single front-loaded sentence opening with the action and platform, then elaborating outputs. No filler; every clause describes a produced asset. It is dense but every phrase earns its place.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The description explains the pipeline's outputs but, with no output schema and no annotations, leaves gaps a caller needs: preconditions (source assets, editor availability), what a successful return looks like, and the role of the two required inputs. Adequate for a producer tool but noticeably short of complete.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters2/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 0% for both required params, and the description does not mention project_id or character_id at all, so it fails to compensate. The agent learns nothing about what these identifiers reference or how they select the source atlases.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description names a specific verb+resource (Export ... Unreal Engine 5 ... importer & Paper2D/PaperZD builder) and enumerates the concrete outputs (PaperSprite, PaperFlipbook, CameraActor). The mention of 'Unreal Engine 5' implicitly distinguishes it from the Unity and Godot export siblings, so an agent can route to it, though it never names those alternatives.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

There is no explicit when-to-use or when-not-to-use guidance and no reference to the Unity/Godot export siblings as alternatives. The required project_id/character_id are not framed as prerequisites. The agent must infer timing from the name alone.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.