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create_editor_utility_blueprint

Create, compile, and save an Editor Utility Blueprint at a chosen package path and parent class; returns any existing asset unchanged and blocks PIE writes unless forced.

Instructions

Create, compile and save an Editor Utility Blueprint at package_path/name, parented to parent_class. Returns asset_path, parent_class, created, already_existed and saved; an existing Editor Utility Blueprint there is returned unchanged and parent_class is not applied to it. Refused during PIE unless force.

Returns: { name, package_path, asset_path, blueprint_class, parent_class, created, already_existed, saved, save_error }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesAsset name without path or extension, e.g. "EUB_BatchRename".
forceNoOptional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.
package_pathYesContent folder for the asset, e.g. "/Game/EditorUtilities"; a trailing slash is ignored.
parent_classNoParent class by name without the U or A prefix, e.g. "EditorUtilityActor", or by path such as "/Script/Blutility.EditorUtilityObject" (default EditorUtilityObject); it must be Blueprintable.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed3 schema fields changedv1.2.0
    • changedInput schema / properties / name / description
      Previous value: -"Asset name (no extension)"New value: +"Asset name without path or extension, e.g. \"EUB_BatchRename\"."
    • changedInput schema / properties / package_path / description
      Previous value: -"/Game folder to create the asset in (e.g. /Game/EditorUtilities)"New value: +"Content folder for the asset, e.g. \"/Game/EditorUtilities\"; a trailing slash is ignored."
    • changedInput schema / properties / parent_class / description
      Previous value: -"Parent UClass name or path (default UEditorUtilityObject)"New value: +"Parent class by name without the U or A prefix, e.g. \"EditorUtilityActor\", or by path such as \"/Script/Blutility.EditorUtilityObject\" (default EditorUtilityObject); it must be Blueprintable."
  2. First observedv1.1.0

TDQS

A3.7/5.0
Behavior4/5

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

Annotations only declare the mutation profile (readOnlyHint=false, destructiveHint=false, idempotentHint=false); the description adds real behavioral context beyond them, including the no-overwrite semantics ('returned unchanged and parent_class is not applied'), the PIE refusal, and a save_error field. The idempotentHint=false flag sits slightly oddly against the 'returned unchanged' wording, but since the created/already_existed flags differ between calls this is not a true contradiction.

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

Conciseness3/5

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

The first sentence is well front-loaded, but the return values are listed twice: once inline ('Returns asset_path, parent_class, created...) and again as a full object literal ('Returns: { name, package_path, ... }'). That duplication is dead weight and slightly muddies the structure.

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?

There is no output schema, so the description carries the return contract, and it does so completely (created, already_existed, saved, save_error, asset_path, etc.). Combined with the PIE caveat and no-overwrite rule, an agent has enough to invoke it correctly; the redundancy is a style issue rather than a coverage gap.

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% and the force parameter in particular is exhaustively documented in the schema (CheckForWorldGCLeaks fatal, Editor.AllowSavingAssetsDuringPIE). The description still contributes meaning beyond the schema by tying package_path/name to the creation target and stating that parent_class is not applied when the asset already exists, a behavior not visible in the schema.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description names a specific verb chain (create, compile, save) and a precise resource (Editor Utility Blueprint) with the target location (package_path/name) and parent (parent_class). An agent can tell what asset type it produces. However, it never differentiates from the nearby siblings create_blueprint or create_editor_utility_widget_blueprint, so it stops short of a 5.

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?

Usage is only implied: it notes that an existing EUB is returned unchanged and that the call is refused during PIE unless force, which effectively describes what happens on repeat or in-PIE calls. It gives no explicit when-to-use guidance and names no alternative tool for creating other blueprint types, leaving selection to inference.

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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