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add_skeletal_mesh_socket

Add an undoable socket to a named bone on a skeletal mesh asset and save the mesh; copies to the skeleton when allowed.

Instructions

Add a socket on a named bone of a skeletal mesh asset (undoable) and save the mesh. A copy also goes to the mesh's skeleton, which is then saved too; when the skeleton already has a socket of that name, the mesh has no skeleton, or the skeleton is engine content or under a read-only root, no copy is made (added_to_skeleton false) and skeleton_note says why. Errors, writing nothing, when the mesh does not load, the mesh already has a socket of that name, or the bone is missing from the mesh or its skeleton. success is false when a changed package fails to save. Edit existing sockets with set_skeletal_mesh_socket_transform or rename_skeletal_mesh_socket; skeleton-only sockets with add_socket_to_skeleton_asset.

Returns: { socket_name: string, bone_name: string, socket_count: int, location_x: float, location_y: float, location_z: float, added_to_skeleton: bool, skeleton_path: string, skeleton_note: string?, saved: bool, save_error: string?, skeleton_saved: bool?, skeleton_save_error: string? }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
locationNoOptional [x, y, z] relative location
rotationNoPREFERRED: the OBJECT {"roll":R,"pitch":P,"yaw":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll] relative rotation
bone_nameYesName of the bone to attach the socket to; it must exist in the mesh and, when the copy goes to the skeleton, in the skeleton too.
socket_nameYesName for the new socket; leading and trailing spaces are trimmed, and a name the mesh already has is an error.
skeletal_mesh_pathYesContent path to the skeletal mesh asset

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed2 schema fields changedv1.2.2
    • changedInput schema / properties / bone_name / description
      Previous value: -"Name of the bone to attach the socket to"New value: +"Name of the bone to attach the socket to; it must exist in the mesh and, when the copy goes to the skeleton, in the skeleton too."
    • changedInput schema / properties / socket_name / description
      Previous value: -"Name for the new socket"New value: +"Name for the new socket; leading and trailing spaces are trimmed, and a name the mesh already has is an error."
  2. First observedv1.1.0

TDQS

A4.6/5.0
Behavior5/5

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

Annotations only cover readOnly/destructive/idempotent/openWorld, but the description adds substantial behavior: undoability, the save-the-mesh-and-skeleton-copy semantics, the added_to_skeleton=false fallback with skeleton_note reasoning, and the success=false-on-save-failure case. This is well beyond what annotations supply.

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?

The primary action and its save/undo semantics are front-loaded, and the sentence on sibling alternatives closes it well. It is a dense wall of text without formatting, but each sentence conveys distinct behavior or error information.

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

Completeness5/5

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

There is no output schema, but the description enumerates the returned fields and explains the edge-case outputs (skeleton_note, skeleton_saved, save_error), covering behavior, error paths, and alternatives for a 5-param mutation tool.

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 parameters (including the preferred rotation object vs the misleading [pitch,yaw,roll] array) are already fully documented in the schema. The description adds only marginal param-level detail (bone must exist in mesh/skeleton, socket name trimming/duplication error), so the baseline of 3 is correct.

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+resource with scope: 'Add a socket on a named bone of a skeletal mesh asset (undoable) and save the mesh.' It explicitly distinguishes itself from siblings by naming set_skeletal_mesh_socket_transform, rename_skeletal_mesh_socket, and add_socket_to_skeleton_asset.

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

Usage Guidelines5/5

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

Provides explicit when-to-use alternatives ('Edit existing sockets with ... ; skeleton-only sockets with add_socket_to_skeleton_asset') and enumerates precise error-triggering conditions, so an agent can route and pre-validate without guessing.

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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