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save_game_to_memory

Destructive

Create and serialize a default-valued SaveGame object in memory as base64 with its size, without disk writes. Pass the blob to load_game_from_memory to round-trip it.

Instructions

Serialize a NEW default-valued SaveGame object of save_game_class (default UMCPSaveGame) with SaveGameToMemory and return it as memory_base64 with memory_size; nothing is written to disk. Pass the blob to load_game_from_memory to round-trip it.

Returns: { success: bool, save_game_class: string, memory_size: int, memory_base64: string }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
save_game_classNoName of a loaded, concrete USaveGame subclass, e.g. "MySaveGame" (found with FindFirstObject, never loaded from disk); default UMCPSaveGame

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changedv1.2.0
    • changedInput schema / properties / save_game_class / description
      Previous value: -"Optional SaveGame subclass; defaults to the plugin's concrete UMCPSaveGame (the abstract USaveGame base is rejected)"New value: +"Name of a loaded, concrete USaveGame subclass, e.g. \"MySaveGame\" (found with FindFirstObject, never loaded from disk); default UMCPSaveGame"
  2. First observedv1.1.0

TDQS

A3.7/5.0
Behavior2/5

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

The description itself is informative, disclosing that the object is newly created and never persisted. However, it contradicts the annotations: it emphasizes 'nothing is written to disk' and a fresh default object, while destructiveHint=true declares a destructive mutation. With a contradiction present, substantive behavioral credit is limited.

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?

Two front-loaded sentences carry the key scoping constraint and the round-trip instruction, followed by an explicit return shape. Dense but every clause (new object, default class, memory-only, round-trip) earns its place.

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 return object's fields, and it covers the sole parameter, the in-memory behavior, and the follow-up call. It omits error/edge behavior but nothing essential for a one-parameter serialization helper 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 coverage is 100% and the single parameter's description already explains it is a loaded concrete USaveGame subclass with default UMCPSaveGame. The description restates the default rather than adding new semantics, 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 and resource (serialize a SaveGame object into memory) and pins the exact scope: a NEW default-valued object, nothing written to disk. The name save_game_to_memory could be confused with disk-saving siblings, but 'nothing is written to disk' and the load_game_from_memory handoff draw the line clearly.

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

Usage Guidelines4/5

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

Gives concrete usage context: the object is constructed in memory (never loaded from disk), and the returned blob should be fed to load_game_from_memory to round-trip. It does not explicitly say when to prefer this over save_game/save_game_async, so it stops short of full alternative routing.

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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