Skip to main content
Glama

import_font_file

Destructive

Import .ttf/.otf/.ttc/.otc fonts from disk as UFontFace assets, optionally creating the companion UFont needed to render text headlessly in Unreal Engine.

Instructions

Import a .ttf/.otf/.ttc/.otc font from disk as a UFontFace, and optionally the companion UFont that a FSlateFontInfo needs to actually render text. This is the only way to get a typeface into the project headlessly: import_asset is images-only on purpose, and nothing else in the toolset touches fonts. Drives UFontFileImportFactory inline (never IAssetTools::ImportAssets, which asserts when re-entered from the engine tick, same reason import_asset avoids it) and ALWAYS sets BatchCreateFontAsset explicitly -- left at its default the factory pops a MODAL DIALOG asking whether to create the UFont, which would hang the editor on a click that is never coming. Once imported, point a widget at it with set_widget_property on the dotted path "Font.FontObject" (a UFont) plus "Font.TypefaceFontName", or "Font.Size" for the size.

Returns: { source_file_path, destination_path, imported_object_path, font_face_created, create_font_asset, message }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameNoOptional asset name; defaults to the source file's base name.
destination_pathYesUE long path of the destination content folder, e.g. /Game/MyGame/UI/Fonts.
source_file_pathYesAbsolute path on disk to the .ttf/.otf/.ttc/.otc file. A missing file, or any other extension, is a clean error before anything is touched.
create_font_assetNoAlso create the companion UFont asset (default true). A UFontFace alone is a raw typeface: a FSlateFontInfo's FontObject wants a UFont. Pass false to import only the face, e.g. to add it as another typeface entry of an existing font.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.6/5.0
Behavior5/5

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

Goes well past the annotations, disclosing that it drives UFontFileImportFactory inline rather than IAssetTools::ImportAssets (which asserts on re-entry), and that it always sets BatchCreateFontAsset to avoid a modal dialog that would hang the editor. This is exactly the kind of hazard context annotations cannot convey; the description does not contradict destructiveHint/readOnlyHint.

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-loads purpose in the first sentence and the hazard rationale is worth its length, but the parenthetical asides ('which asserts when re-entered from the engine tick, same reason import_asset avoids it') make it denser than necessary. Most sentences earn their place, a few could be tightened.

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?

No output schema exists, yet the description provides the return shape ({ source_file_path, destination_path, imported_object_path, font_face_created, create_font_asset, message }) plus the downstream wiring instructions. For a mutation tool with annotations covering safety, nothing an agent needs to call it correctly is missing.

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 documents name, destination_path, source_file_path, and create_font_asset thoroughly. The description echoes create_font_asset's purpose (UFontFace alone is a raw typeface) but adds little syntax or format detail beyond what the schema provides, so the baseline 3 applies.

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 (import) and resource (.ttf/.otf/.ttc/.otc font → UFontFace, optionally UFont), and explicitly distinguishes itself from import_asset (images-only) and the rest of the toolset. An agent can tell this apart from every sibling without reading a 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 explicit when-to-use ('the only way to get a typeface into the project headlessly'), names the near-alternative import_asset and why it doesn't apply, and even documents the follow-up call (set_widget_property with 'Font.FontObject'/'Font.TypefaceFontName'/'Font.Size'). Nothing is left to inference.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Deploy Server

Other Tools