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create_game_mode_class_bp

Idempotent

Create an AGameModeBase-derived Blueprint asset at a chosen path, registered and dirty; re-runs return existing compatible asset or error. Save it with save_asset.

Instructions

Create an AGameModeBase-derivative Blueprint asset at package_path/asset_name, registered and marked dirty but not saved (persist it with save_asset). Idempotent on re-run: a Blueprint already at that path whose parent derives from parent_class is returned with already_exists=true; one with another parent is an error and is left untouched. parent_class and is_multiplayer are read off the Blueprint.

Returns: { asset_name: string, asset_path: string, package_path: string, package_class: string, parent_class: string, is_multiplayer: bool, already_exists: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
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.
asset_nameYesName for the new Blueprint asset
package_pathNoTarget content folder; defaults to /Game/MCP
parent_classYesParent class name (must derive from AGameModeBase; AGameMode also accepted for multiplayer)

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.4/5.0
Behavior5/5

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

Adds substantial behavior beyond the annotations: the asset is registered and marked dirty but not saved, re-runs are idempotent with already_exists=true for a matching parent and an error (asset untouched) for a mismatched one. It also flags the PIE hazard (process kill / silent no-write) which the boolean hints do not capture.

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 persistence, then idempotency semantics, then an explicit Returns block. Dense but every sentence carries information; no filler.

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?

With no output schema, the description supplies the return shape (asset_path, parent_class, already_exists, etc.) and documents the idempotent/error branches and the PIE restriction. An agent has everything needed to call and interpret it correctly.

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 baseline is 3. The description reiterates the roles of package_path/asset_name/parent_class and notes parent_class and is_multiplayer are read off the Blueprint, but adds little syntax or format detail the schema does not already give.

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: 'Create an AGameModeBase-derivative Blueprint asset at package_path/asset_name.' The 'AGameModeBase-derivative' qualifier distinguishes it from the sibling create_game_state_class_bp / create_player_controller_class_bp family without the agent needing to open a schema.

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 clear operating context: persist with save_asset, and the force parameter documents that the call is refused during Play-in-Editor. It stops short of naming the sibling create_*_class_bp tools as alternatives, so routing within that family is left 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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