Skip to main content
Glama

create_camera_asset

Create and save a UCameraAsset for Unreal Engine's Gameplay Camera System at a chosen package path and name; if it exists, the existing asset is returned unchanged.

Instructions

Create a UCameraAsset (Gameplay Camera System, Experimental plugin) at package_path/name and save it; one already there is returned unchanged (already_existed:true), another asset class there is an error. Returns asset_path and saved. Next: set_camera_asset_director, then add_gameplay_camera_component.

Returns: { name, asset_path, asset_class, already_existed, saved }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesName of the UCameraAsset to create, e.g. "CA_Player"; also the last segment of its path
package_pathNoTarget content folder (default "/Game/Cameras")

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changedv1.2.0
    • changedInput schema / properties / name / description
      Previous value: -"Asset name (required)"New value: +"Name of the UCameraAsset to create, e.g. \"CA_Player\"; also the last segment of its path"
  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 only declare the generic safety profile (readOnly=false, destructive=false), so the description carries real extra weight: it discloses the save-on-create behavior, the duplicate-name path returning 'already_existed:true' unchanged, and the error when a different asset class occupies the path. There is a mild tension between the 'already_existed' duplicate guard and idempotentHint=false, but it describes a specific collision case rather than a general no-side-effect guarantee, so it is not a hard contradiction.

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-loaded with the create action, then edge cases, then next steps; every sentence carries information. Slight redundancy in stating the return fields twice ('Returns asset_path and saved' followed by the full 'Returns: {...}' block).

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, the inline 'Returns: {...}' list is genuinely necessary and present, and the duplicate/error semantics plus follow-up tool chain make the definition callable end-to-end. It omits the prerequisite that the Experimental Gameplay Camera plugin must be enabled and gives no detail on the error shape for a class collision.

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% and both parameters are documented there (name defaults to the last path segment; package_path defaults to '/Game/Cameras'). The description only restates the path composition ('package_path/name'), adding essentially no syntax or format detail beyond the schema.

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?

Names a specific verb and resource ('Create a UCameraAsset ... at package_path/name and save it') and pins the scope with the plugin family (Gameplay Camera System / Experimental). It is clearly separable from siblings like create_camera_rig_asset, create_camera_shake_blueprint, or create_pose_asset because it creates a distinct asset class at a package path.

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 explicit workflow routing ('Next: set_camera_asset_director, then add_gameplay_camera_component'), which tells the agent what to do after creation. It does not state when not to use it or name an alternative creation path, so it falls short of a full when/when-not treatment.

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

Deploy Server

Other Tools