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get_shader_info

Read-onlyIdempotent

Retrieve shader type, quality, API, world material/mesh/light counts, and complexity analysis to diagnose rendering settings and performance issues in Unreal Engine.

Instructions

Retrieve comprehensive shader information including shader type, quality level, API, world material/mesh/light counts, and shader complexity analysis.

Returns: { shader_info_found, shader_info_message, shader_type, shader_quality, shaders_enabled, shader_api, world_name, material_name, material_class, material_path, material_is_material, material_is_material_instance, material_is_dynamic_material_instance, material_scalar_parameter_count, material_vector_parameter_count, material_texture_parameter_count, material_total_parameter_count, world_material_count, world_static_mesh_count, world_skeletal_mesh_count, world_light_count, world_post_process_count, world_particle_system_count, material_details, engine_version, platform_name, platform_architecture, platform_os, shader_quality_level, shader_quality_preset, shader_quality_auto, shader_quality_score, shader_forward_shading_enabled, shader_deferred_shading_enabled, shader_shadows_enabled, shader_fog_enabled, shader_atmosphere_enabled, shader_anti_aliasing_enabled, shader_motion_blur_enabled, shader_depth_of_field_enabled, shader_ambient_occlusion_enabled, shader_global_illumination_enabled, shader_vsync_enabled, shader_frame_rate_limit, shader_screen_percentage, shader_resolution_scale (each read from its console variable; left out when the build lacks it), shader_recommendations, shader_complexity_score, shader_complexity_rating }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

B3.4/5.0
Behavior4/5

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

Annotations already declare readOnlyHint, idempotentHint, and destructiveHint=false, so safety is covered. The description adds genuinely new behavioral context: values are read from console variables and individual fields are omitted when the build lacks the corresponding cvar, which tells the agent to tolerate missing keys rather than assume failure.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness2/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The first sentence is well-formed and front-loaded, but it is followed by a single enormous run-on enumeration of roughly 45 internal field names. With no output schema this has some value, yet the list is neither grouped nor trimmed, making it hard to scan and far larger than the tool's purpose warrants.

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 zero-parameter read tool with no output schema, enumerating the returned fields is the main thing needed, and the description does that thoroughly, including the conditional-absence note. Only the lack of any usage/routing context keeps it from being fully complete.

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?

The tool takes zero parameters, so there is nothing for the description to disambiguate. A 4 baseline applies; no parameter-level gaps exist.

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?

The description opens with a specific verb and resource ("Retrieve comprehensive shader information") and enumerates the categories of data returned (shader type, quality, API, world counts, complexity). It does not, however, differentiate itself from related read-only siblings such as get_rendering_settings, get_lighting_quality, or get_post_process_settings.

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?

There is no statement of when to call this tool: no prerequisites, no scope conditions, and no named alternatives among the many get_*_settings/get_*_info siblings. The agent must infer usage purely from the resource name.

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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