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create_sound_class

Create a USoundClass asset in Unreal Engine and optionally set its volume or pitch multiplier. Returns asset paths and confirms whether the class was created, saved, or already existed.

Instructions

Create a USoundClass asset and optionally set its volume/pitch

Returns: { name: string, package_path: string, asset_path: string, asset_class: string, volume: number, pitch: number, applied_volume: bool, applied_pitch: bool, created: bool, already_exists: bool, saved: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesName of the new Sound Class asset
pitchNoOptional Pitch multiplier on FSoundClassProperties
volumeNoOptional Volume multiplier on FSoundClassProperties
package_pathNoTarget content path, defaults to /Game/Audio

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

B3.2/5.0
Behavior3/5

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

Annotations already declare readOnlyHint=false, destructiveHint=false, idempotentHint=false, and openWorldHint=false, so the safety profile is covered. The description adds real context via the Returns block, notably an 'already_exists' and 'created' flag, which hints the tool tolerates pre-existing assets rather than erroring. However, it does not clarify whether an existing asset is overwritten or left untouched, nor any auth/permission requirements.

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 primary action, then the optional behavior, then a structured Returns enumeration. Efficient for what it covers, though the long inline Returns block leans on the description to substitute for a missing output schema.

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?

For a create-mutation with no formal output schema, the description compensates by enumerating the returned fields (asset_path, created, already_exists, saved, etc.), giving the agent a clear picture of results. Combined with annotations covering the safety profile, this is nearly complete; the only gap is the already-exists overwrite semantics.

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 schema already explains name, pitch, volume, and package_path. The description reinforces that volume/pitch are optional and that package_path defaults, but adds no syntax or unit detail beyond the schema. Baseline 3 applies when the schema carries the parameter documentation.

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?

Specific verb+resource: 'Create a USoundClass asset' with the optional side effect of setting volume/pitch. This clearly distinguishes it from sibling readers like get_sound_class_properties or mutators like set_sound_class_properties. It does not explicitly name a sibling alternative, but the create-resource intent is unambiguous.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

No when-to-use or when-not guidance, and no mention of alternatives such as set_sound_class_properties (for editing an existing class) or set_sound_class_parent. The agent must infer that this is the tool to call to create a new SoundClass rather than modify one. Usage is only implied by the verb.

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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