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delete_selected_triangles_from_mesh

Destructive

Deletes specified triangle IDs from a DynamicMeshActor's live mesh in the Unreal Editor world, skipping IDs that do not exist and returning deletion counts for verification.

Instructions

Delete the listed triangle IDs from a DynamicMeshActor's live dynamic mesh in the editor world; IDs that do not exist are skipped, so compare num_deleted with requested_count. No undo entry; reply actor_name is the component name, not the actor label.

Returns: { actor_name, num_deleted, requested_count, triangle_count, previous_triangle_count }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
actor_nameYesLabel or object name (case-insensitive) of the target DynamicMeshActor in the editor world.
triangle_idsYesNon-empty array of non-negative integer triangle IDs, e.g. [0, 5, 12]; any negative or non-numeric entry fails the call.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed2 schema fields changedv1.2.0
    • changedInput schema / properties / actor_name / description
      Previous value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."
    • changedInput schema / properties / triangle_ids / description
      Previous value: -"Triangle IDs to delete (required, non-empty)"New value: +"Non-empty array of non-negative integer triangle IDs, e.g. [0, 5, 12]; any negative or non-numeric entry fails the call."
  2. First observedv1.1.0

TDQS

A4.3/5.0
Behavior5/5

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

Annotations already declare destructive=true, readOnly=false, idempotent=false, and the description adds genuinely non-obvious behavior: nonexistent IDs are silently skipped (compare num_deleted vs requested_count), no undo entry is created, and reply actor_name is the component name rather than the actor label. That is rich disclosure beyond the annotations and consistent with them.

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 and scope, followed by the two highest-value caveats and a compact return-value summary. Every clause carries information and nothing is padded.

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 (actor_name, num_deleted, requested_count, triangle_count, previous_triangle_count) and the destructive/no-undo semantics. An agent has everything needed to call it and interpret the result.

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 both parameters are already documented (the triangle_ids description covers the non-empty/non-negative/validation rules). The description adds only the input count concept implicitly; the actor_name clarification concerns the reply, not the parameter. Baseline 3 is appropriate.

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 (Delete) and resource (listed triangle IDs from a DynamicMeshActor's live dynamic mesh in the editor world), scoping it to the editor world. This clearly distinguishes it from the singular sibling delete_triangle_from_mesh without needing 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 Guidelines3/5

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

The description scopes the operation to the live dynamic mesh in the editor world, implying when the tool applies, but it never names an alternative (e.g. the singular delete_triangle_from_mesh for a single ID) or states when not to use it. Usage is inferable but not explicit.

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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