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add_gameplay_camera_component

Idempotent

Add a UGameplayCameraComponent to a target actor and assign a UCameraAsset reference; if the component already exists, the operation is idempotent.

Instructions

Adds a UGameplayCameraComponent to an actor and points it at a UCameraAsset. Idempotent. Note: activation needs a running game/PIE and is out of scope here.

Returns: { actor_name, component_name, already_existed, camera_asset_path, camera_set }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
actor_nameYesDisplay label or internal name of the target editor-world actor (required)
camera_asset_pathYes/Game/... path to the UCameraAsset to reference (required)

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A3.6/5.0
Behavior3/5

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

Annotations already declare readOnlyHint=false, idempotentHint=true, and destructiveHint=false, so the description's 'Idempotent' merely repeats structured data. It does add a useful behavioral boundary — activation requires a running game/PIE and is out of scope — but does not cover permissions, error behavior, or side effects beyond that.

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

Conciseness5/5

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

The description is three tight sentences: purpose first, then idempotency, then a scope caveat and return shape. Every sentence contributes useful information and nothing is buried.

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

Completeness4/5

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

With no output schema, listing the return keys compensates well, and the activation out-of-scope note sets expectations. For a simple non-destructive add-component tool whose annotations cover safety, this is nearly complete, though error cases and the meaning of already_existed are not explained.

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

Parameters3/5

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

Schema coverage is 100% for both required parameters, so the schema already documents actor_name and camera_asset_path. The description's phrases 'to an actor' and 'points it at a UCameraAsset' map to those parameters but add no syntax, format, or edge-case detail beyond the schema.

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 states a specific verb and resource: 'Adds a UGameplayCameraComponent to an actor and points it at a UCameraAsset.' The class-level specificity distinguishes it from generic component tools in the sibling list, but it does not explicitly name or contrast with any sibling.

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

Usage Guidelines3/5

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

Usage is implied by the action and the note that activation is out of scope, but there is no explicit when-to-use guidance or named alternative among the many component/camera siblings. The activation caveat is helpful context, not a full selection rule.

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

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