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create_player_state_class_bp

Idempotent

Create a Blueprint subclass of APlayerState at a chosen path; it is registered and marked dirty, so save it later with save_asset.

Instructions

Create a Blueprint subclass of APlayerState, 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 is read off the Blueprint.

Returns: { asset_name, asset_path, package_class, parent_class, already_exists }

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 APlayerState.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.5/5.0
Behavior5/5

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

Annotations already declare the non-read-only, idempotent, non-destructive profile, but the description adds material context beyond them: the asset is not written to disk, it is left dirty pending save_asset, and the exact branch behavior on a conflicting parent. This is exactly the kind of state/persistence detail annotations cannot convey.

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-loaded with the action, followed by the idempotency contract and then the return shape. Every sentence carries a distinct fact and nothing is repeated from the schema.

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?

There is no output schema, and the description supplies the full return object (asset_name, asset_path, package_class, parent_class, already_exists), so an agent knows exactly what to expect. Combined with the persistence caveat and idempotency rules, nothing needed to call it correctly is missing.

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 the baseline is 3. The description clarifies that parent_class is read back off the Blueprint and that a mismatched parent is an error rather than a silent overwrite, but adds no syntax or format detail for asset_name, package_path, or force beyond what the schema already states.

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 Blueprint subclass of APlayerState'), which cleanly separates it from the family of sibling creators like create_game_state_class_bp and create_player_controller_class_bp. The scope ('registered and marked dirty but not saved') is spelled out rather than implied.

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 operational context: persist afterwards with save_asset, and re-running is safe with defined idempotent semantics (same parent returns already_exists=true; different parent errors and is left untouched). It does not explicitly say when to prefer this over the other create_*_class_bp siblings, 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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