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get_asset_by_name

Read-onlyIdempotent

Retrieve a single Unreal Engine asset by exact name to get its identity, metadata, and optional type-specific details; check ambiguous matches when names are not unique.

Instructions

Retrieve ONE asset by exact name and return its identity (name, class, object path, package, is_loaded, file size) plus, with load_full_data, type-specific detail: a Blueprint's parent class / compile status / generated class, a StaticMesh's section-vertex-LOD counts, whether a material is an instance. WARNING: When the name is ambiguous it still resolves to the FIRST match and merely lists the rest in ambiguous_matches -- check that field, or use resolve_asset_by_name, which refuses to pick for you. The fallback name scan only covers /Game, so an /Engine or plugin-mount asset must be addressed by its full package name. Use get_assets_by_names for a batch, get_asset_metadata for registry tags, and search_assets_by_pattern when you only know part of the name.

Returns: { name: string, class: string, path: string, package: string, is_loaded: bool, file_size_bytes?: int, file_size_kb?: number, parent_class?: string, is_compiled?: bool, is_valid?: bool, generated_class?: string, num_sections?: int, num_vertices?: int, num_lods?: int, is_material_instance?: bool, ambiguous_matches?: [string] }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
asset_nameYesEXACT asset name, or a full package name (which is tried first and is the only form that reaches outside /Game)
load_full_dataNoWhen true (DEFAULT), LOADS the asset to add type-specific details (Blueprint parent class, mesh sections, ...). Pass false to stay metadata-only and avoid a synchronous load.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.8/5.0
Behavior5/5

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

Annotations already declare readOnly/idempotent/non-destructive, and the description adds meaningful behavior beyond them: ambiguous names silently resolve to the FIRST match with the rest listed in ambiguous_matches, and load_full_data (default true) triggers a synchronous asset load. Those are exactly the side effects and failure modes an agent needs and neither annotations nor schema convey.

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?

The core purpose and warning are front-loaded in the first two sentences, with the routing sentence last. It is dense but nearly every clause carries information; the Returns enumeration slightly duplicates field-level detail already implied, keeping it just short of a 5.

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 compensates by enumerating the complete return shape including optional fields, and it covers the two parameters, ambiguity handling, and path-scope limits. An agent has everything needed to call it correctly.

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%, so baseline is 3, but the description adds context the schema lacks: what type-specific detail load_full_data actually fetches (Blueprint parent/compile status, mesh section-vertex-LOD counts, material instance flag) and the /Game-only reach limit of asset_name. That is incremental value over the field descriptions.

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?

Opening clause states a specific verb+resource+scope ('Retrieve ONE asset by exact name') and enumerates exactly what identity fields are returned. It names the sibling resolvers it differs from (resolve_asset_by_name, get_assets_by_names, search_assets_by_pattern, get_asset_metadata), so an agent can disambiguate without opening schemas.

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?

Explicit when-to-use routing: use resolve_asset_by_name when ambiguity must be refused, get_assets_by_names for batches, get_asset_metadata for registry tags, search_assets_by_pattern for partial names. It also states the precondition that /Engine and plugin-mount assets require the full package name because the fallback scan covers only /Game.

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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