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copy_static_mesh_to_dynamic_mesh

DestructiveIdempotent

Copy a UStaticMesh asset's geometry into a DynamicMeshActor's live dynamic mesh, replacing its current mesh; specify source path, actor name, and optional LOD.

Instructions

Copy the geometry of a UStaticMesh asset INTO the live dynamic mesh of a DynamicMeshActor via UGeometryScriptLibrary_StaticMeshFunctions::CopyMeshFromStaticMesh (engine-default options: build settings applied, tangents on). Destructive replace of the actor's current mesh. Idempotent-ish: re-running re-extracts the same source geometry (result depends only on the source asset + LOD). Reads the MaxAvailable LOD (LODIndex clamped to the asset's available LODs) so it is robust across meshes with fewer LODs.

Returns: { source_static_mesh_path, actor_name, lod_index, outcome_success: bool, triangle_count, vertex_count, copied: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
lod_indexNoOptional source LOD index (default 0). LODType is MaxAvailable, so the index is silently clamped to the asset's LOD count.
actor_nameYesLabel or name of the target DynamicMeshActor whose GetDynamicMesh() receives the geometry.
source_static_mesh_pathYesContent path of the source UStaticMesh (e.g. "/Engine/BasicShapes/Cube").

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A3.9/5.0
Behavior4/5

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

Annotations already declare destructive=true and idempotent=true, so the description's 'Destructive replace' and 'Idempotent-ish: re-running re-extracts the same source geometry' restate but also clarify those hints (re-running re-extracts vs. duplicates). It adds useful beyond-annotation context: the LOD clamping behavior, that the LODIndex is silently clamped, and that the result depends only on source + LOD. It does not, however, mention any required permissions or actor-not-found behavior.

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 purpose then layers in implementation function, destructive warning, idempotency, and LOD behavior. Slightly dense at the end (LOD explanation and Returns block are lengthy), but every sentence carries information and the structure is logical.

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?

For a 3-param mutation tool with annotations covering destructive/idempotent and no output schema, the description is largely complete: it explains the operation, the destruction, idempotency semantics, and LOD clamping. It explicitly enumerates return fields inside the description (compensating for the missing output schema), which is a plus. It lacks only prerequisite/permission guidance.

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 already documents actor_name, source_static_mesh_path, and lod_index (including the MaxAvailable clamping). The description confirms the LODIndex clamping and the source/target relationship, adding only marginal value. Baseline 3 is appropriate when the schema does the heavy lifting.

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 (Copy) and both resources (UStaticMesh → live dynamic mesh of DynamicMeshActor), plus the exact implementation function (CopyMeshFromStaticMesh) and engine-default options. An agent can distinguish this from siblings like copy_dynamic_mesh_to_static_mesh or append_mesh_to_dynamic_mesh purely from the description.

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?

The description implies the workflow (copy a static mesh INTO a live actor's dynamic mesh) and names the reversed sibling implicitly by describing direction. However, there is no explicit when-to-use/when-not guidance, no mention of alternatives such as append_mesh_to_dynamic_mesh or copy_dynamic_mesh_to_static_mesh, and no prerequisite for whether the actor must exist first (though 'the actor's current mesh' weakly implies it).

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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