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create_editable_static_mesh

Idempotent

Creates an editable static mesh copy at a target path and saves it, letting read-only engine meshes be modified without altering the source.

Instructions

Copy a UStaticMesh (default /Engine/BasicShapes/Cube) into a new asset at package_path/static_mesh_name with StaticDuplicateObject, creating the folder if needed, and save it, so an engine or other read-only mesh can be edited as a copy; the source is not modified and there is no undo. Idempotent: a static mesh already at that path is returned untouched with created=false, whatever its source. A source that does not load, a name taken by another asset class or a failed save is an error. duplicate_asset copies any asset type inside its own folder.

Returns: { asset_path, static_mesh_name, source_mesh, created }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
source_meshNoSource mesh to duplicate (defaults to engine Cube)
package_pathYesTarget folder path (e.g. "/Game/MyMeshes").
static_mesh_nameYesName for the new mesh asset.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.7/5.0
Behavior5/5

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

Goes well past the annotations: folder auto-creation, saving to disk, source left unmodified, and critically 'there is no undo' — a side-effect an agent would not infer from destructiveHint=false. It also enumerates error conditions (unloadable source, name taken by another asset class, failed save) and the exact idempotency semantics (returns the existing mesh, created=false, regardless of source).

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loads the action, then proceeds through idempotency, error cases, the sibling alternative, and the return shape with no filler. Density is high but every clause carries a distinct, decision-relevant fact.

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?

No output schema exists, and the description compensates by stating the returned fields ({ asset_path, static_mesh_name, source_mesh, created }). Combined with side effects, idempotency, and failure modes, an agent has everything needed to call it correctly without probing.

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 100%, so the baseline is 3, but the description adds real meaning: the source default (/Engine/BasicShapes/Cube) and how package_path and static_mesh_name compose into the final asset path, plus the fact that the folder is created if missing. That is more than the schema's terse field descriptions convey.

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 and resource ('Copy a UStaticMesh into a new asset'), names the underlying mechanism (StaticDuplicateObject), and gives the target path composition (package_path/static_mesh_name). An agent can tell instantly what this produces and how it differs from create_editable_skeletal_mesh or duplicate_asset.

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 motivating context ('so an engine or other read-only mesh can be edited as a copy') and names an alternative (duplicate_asset) with a distinguishing trait ('copies any asset type inside its own folder'). It never states an explicit 'use X when Y, not this' rule, so the routing is inferable rather than spelled out.

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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