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create_media_texture

Creates and saves a UMediaTexture asset in Unreal Engine, optionally under a target content path, for use as a media texture source. Existing textures are returned unchanged; link a player separately.

Instructions

Create a UMediaTexture asset at package_path/name (AutoClear on, no player linked) and save it; an existing texture is returned unchanged, with its linked player if any. Link a player with link_media_texture_to_player. Returns asset_path, created, has_media_player and saved.

Returns: { media_texture_name, asset_path, created, already_exists, has_media_player, media_player_path, saved, save_error }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesName of the media texture asset to create.
package_pathNoTarget content package path where the asset is created (default /Game/Media)

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4/5.0
Behavior4/5

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

Annotations only cover the safety profile (readOnly=false, destructive=false, openWorld=false). The description adds real behavioral context: AutoClear is enabled, no player is linked at creation, an existing asset is returned untouched rather than overwritten, and the asset is saved. The repeated-call behavior described is arguably idempotent while idempotentHint is false, but this reads as a conservative annotation default rather than a 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 core sentence is well front-loaded, but the return information is stated twice ('Returns asset_path, created, has_media_player and saved' followed by the fuller 'Returns: {...}' line), which is redundant. The parenthetical '(AutoClear on, no player linked)' is a dense but useful compaction, so the structure is acceptable rather than tight.

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 does so fairly completely (media_texture_name, asset_path, created, already_exists, has_media_player, media_player_path, saved, save_error). Combined with the create/existing-asset semantics, an agent has what it needs; only error and permission behavior remain unspecified.

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% for both parameters, so the schema already documents name and package_path (including the /Game/Media default). The description only restates the composition rule 'package_path/name', adding no syntax or constraint detail beyond the schema. Baseline 3 applies.

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 a UMediaTexture asset at package_path/name), names the exact asset class, and immediately clarifies scope ('no player linked') which separates it from create_media_player. An agent can tell what it produces without opening the 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?

Names the complementary tool explicitly ('Link a player with link_media_texture_to_player') and documents the re-call case ('an existing texture is returned unchanged'), which tells the agent it is safe to call on an existing asset. It lacks explicit prerequisites (e.g. whether a media player must exist first) or a when-not-to-use statement, so it stops short of a 5.

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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