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add_simple_collision_to_static_mesh

Add a Box, Sphere, or Capsule collision primitive sized to a static mesh's bounds, saving it and duplicating non-/Game meshes to dest_path. Not idempotent.

Instructions

Appends one simple collision primitive (Box, Sphere or Capsule) sized to the bounds of a UStaticMesh to its BodySetup and saves the mesh; a mesh outside /Game is first duplicated to dest_path. Not idempotent: each call adds one more (clear them with remove_static_mesh_collision).

Returns: { static_mesh_path, shape, box_count, sphere_count, capsule_count, element_count, collision_added, duplicated_to_game, saved, save_error }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
shapeNoBox, Sphere or Capsule, case-insensitive, sized from the mesh bounds (default Box; any other value also adds a Box)
dest_pathYesPath under /Game to copy a mesh that is not under /Game into before editing (required then; an existing mesh there is reused and edited)
static_mesh_pathYesPath to the source UStaticMesh.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed2 schema fields changedv1.2.0
    • changedInput schema / properties / dest_path / description
      Previous value: -"/Game path to duplicate a read-only source mesh into first"New value: +"Path under /Game to copy a mesh that is not under /Game into before editing (required then; an existing mesh there is reused and edited)"
    • changedInput schema / properties / shape / description
      Previous value: -"Collision primitive shape to add (defaults to Box)"New value: +"Box, Sphere or Capsule, case-insensitive, sized from the mesh bounds (default Box; any other value also adds a Box)"
  2. First observedv1.1.0

TDQS

A4.1/5.0
Behavior4/5

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

Annotations already cover readOnlyHint=false, destructiveHint=false and idempotentHint=false. The description adds value beyond them by explaining the accumulation mechanic, the mesh-saving behavior, and the out-of-/Game duplication to dest_path. This is meaningful behavioral context the annotations do not convey.

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?

Front-loads the core action, then a scoping caveat, then the return shape. Every sentence carries information and nothing is padded, though the inline return list is slightly dense.

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?

There is no output schema, so including the return fields (collision_added, duplicated_to_game, saved, save_error) is justified and useful. Combined with the non-idempotency and duplication disclosure, the definition is complete enough for an agent to call it correctly.

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 description coverage is 100%, so the schema fully documents shape, dest_path and static_mesh_path. The description restates the shape options and the dest_path duplication role but adds no syntax or format detail beyond the schema, so the baseline 3 applies.

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

Purpose5/5

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

States a specific verb (appends) and resource (one simple collision primitive sized to a UStaticMesh's bounds in its BodySetup) and explicitly names the shape options. It is clearly distinguishable from sibling collision tools like set_static_mesh_convex_collision or remove_static_mesh_collision.

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

Usage Guidelines4/5

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

Gives a clear operational context: it is not idempotent and each call adds one more, directed to clear them with remove_static_mesh_collision. It also explains the dest_path duplication condition. It lacks explicit guidance on when to prefer this over other collision-setting siblings, but the when-to-use context is solid.

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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