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link_media_texture_to_player

Destructive

Binds a UMediaTexture asset to a UMediaPlayer asset in Unreal Engine, enabling the texture to display video from the player.

Instructions

Links a media texture to a media player via SetMediaPlayer

Returns: { media_texture_path, media_player_path, linked, saved, bound_player_path, save_error }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
media_player_pathYesAsset path of the UMediaPlayer to bind.
media_texture_pathYesAsset path of the UMediaTexture (e.g.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

B3.3/5.0
Behavior3/5

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

Annotations already declare readOnlyHint=false, destructiveHint=true, and idempotentHint=false, so the mutation profile is covered. The description adds useful detail beyond that via the return fields, notably 'saved' and 'save_error', which reveal that the link is persisted to disk and that the save can fail; however it doesn't say what an existing binding is replaced with or whether the link survives reload.

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?

Two short sentences, with the action front-loaded and the return shape listed compactly. Nothing redundant or padded.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Because there is no output schema, the description correctly supplies the return shape, which is genuinely needed. It stops short of stating preconditions, whether an existing player binding is overwritten (the destructive annotation suggests it is), or that the change is saved to the asset, leaving gaps for a destructive mutation tool.

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 baseline is 3. The description names the two linked entities but adds no format or path syntax detail beyond the schema, and the schema's media_texture_path description is itself truncated ('e.g.'), which the description does not compensate for.

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?

States a specific verb and resource pair ('Links a media texture to a media player') and even names the underlying API (SetMediaPlayer), so the operation is unambiguous. It does not explicitly contrast with siblings such as create_media_texture or create_media_player, though none of them compete for the same task.

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 when-to-use guidance, no prerequisites (both the texture and player assets must presumably already exist), and no mention of alternatives or follow-up steps. An agent must infer the workflow entirely from the name and parameters.

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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