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create_editable_skeletal_mesh

Idempotent

Duplicates a skeletal mesh into a project content path so you can edit it, creating the destination folder if needed.

Instructions

Duplicate a skeletal mesh (default /Engine/EngineMeshes/SkeletalCube) to package_path/skeletal_mesh_name in the project's content so it can be edited, creating the folder if needed. The copy keeps the source's skeleton (create_editable_skeleton makes a /Game skeleton) and is saved only when source control is enabled, otherwise follow with save_asset. Idempotent: a skeletal mesh already at that path is returned with created=false; any other asset there is an error. A source_mesh that is not a skeletal mesh is an error, and so is a destination that is engine content, under a read-only root or under no mounted root. duplicate_asset copies other asset types.

Returns: { asset_path: string, skeletal_mesh_name: string, source_mesh: string, created: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
source_meshNoContent path to source mesh to duplicate (default /Engine/EngineMeshes/SkeletalCube)
package_pathYesDestination folder: a long package path used as given (/Game, /Game/MyGame or a project plugin mount), or a relative folder taken under /Game.
skeletal_mesh_nameYesName for the new skeletal mesh asset

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changedv1.2.2
    • changedInput schema / properties / package_path / description
      Previous value: -"Destination package path (e.g. /Game/MyGame)"New value: +"Destination folder: a long package path used as given (/Game, /Game/MyGame or a project plugin mount), or a relative folder taken under /Game."
  2. First observedv1.1.0

TDQS

A4.8/5.0
Behavior5/5

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

Goes well beyond the annotations by disclosing idempotency semantics (an existing mesh returns created=false), the exact error cases, the skeleton inheritance behavior, and the conditional-save behavior tied to source control. These are real behavioral traits an agent cannot infer from readOnlyHint/destructiveHint/idempotentHint alone.

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 core action and default, and nearly every clause carries non-redundant information (idempotency, errors, save behavior). It is a dense single paragraph, however, and the return-value enumeration could be trimmed since there is no output schema to mirror.

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?

For a 3-parameter mutation tool with no output schema, the description covers creation semantics, idempotency, save/permission dependency, failure modes, and a Returns shape. An agent has everything needed to call it correctly without opening the schema.

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

Parameters4/5

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

Schema coverage is already 100%, yet the description adds real meaning: the default source mesh path, how package_path is interpreted (long package path as given vs. relative folder under /Game), and which destination roots are rejected. It stops short of detailing skeletal_mesh_name constraints, so not a full 5.

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?

Opens with a specific verb and resource ('Duplicate a skeletal mesh') plus the default source and destination form, so the operation is unambiguous. It explicitly differentiates itself from siblings by noting that 'duplicate_asset copies other asset types' and that 'create_editable_skeleton makes a /Game skeleton'.

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?

States the purpose-driven context ('so it can be edited'), the required follow-up when source control is off ('follow with save_asset'), and the alternative for other asset types (duplicate_asset). When-not guidance is delivered through the named error conditions (engine content, read-only root, unmounted root).

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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