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get_animation_blueprint_info

Read-onlyIdempotent

Find an Animation Blueprint and report its path, class, package, load state, and .uasset size/timestamp; optionally load it to add skeleton, bone count, generated class, and abstract status.

Instructions

Find an Animation Blueprint in the Asset Registry and report its object path, class, package, is_loaded and the size and timestamp of its .uasset on disk. With load_full_data it also loads the asset and adds the target skeleton, its bone count, the generated class and is_abstract. Read-only. blueprint_name takes an object path, a package path or a short name searched under /Game (the first match when several share it); no match is an error. For parent class, graphs and state machines use get_anim_blueprint_info.

Returns: { blueprint_name: string, blueprint_path: string, blueprint_class: string, package_name: string, is_loaded: bool, file_size_bytes: number, file_size_kb: number, file_size_mb: number, last_modified: string, loaded_successfully: bool?, is_valid: bool?, target_skeleton: string?, skeleton_bone_count: number?, has_target_skeleton: bool?, generated_class: string?, is_abstract: bool?, load_error: string? }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
blueprint_nameNoName or full path of the Animation Blueprint asset
blueprint_pathNoAlias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`.
load_full_dataNoWhen true, loads the asset and reports target skeleton, generated class, and bone count (optional, default false)

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.5/5.0
Behavior4/5

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

Annotations already declare readOnly, idempotent, non-destructive and non-openWorld, so the safety profile is covered. The description adds real beyond-schema behavior: disk metadata (size/timestamp) is read without loading, load_full_data actually loads the asset and adds skeleton/bone/generated-class fields, and an unmatched name is an error.

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?

Purpose, usage, resolution rules and return shape come before the long return-type block. The 'Returns:' enumeration is long but earns its place because no output schema exists and it serves as the return contract.

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?

With no output schema, the description supplies the full return shape, plus usage routing and parameter resolution rules, which is sufficient to call the tool correctly. Only minor gaps remain, e.g. concrete error behavior beyond 'no match is an error' is implied through the load_error field.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, setting the baseline at 3. The description goes beyond the schema by explaining blueprint_name's accepted forms and first-match/no-match semantics, and by clarifying the blueprint_path alias and the effect of load_full_data.

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 ('Find an Animation Blueprint in the Asset Registry') and enumerates exactly what it reports. It explicitly names the sibling get_anim_blueprint_info and the information it covers (parent class, graphs, state machines), so the agent can distinguish them without opening either schema.

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

Usage Guidelines5/5

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

Gives an explicit alternative and the condition that selects it: 'For parent class, graphs and state machines use get_anim_blueprint_info.' It also documents the blueprint_name resolution order (object path, package path, short name under /Game, first match wins, no match is an error).

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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