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set_dynamic_mesh_material

DestructiveIdempotent

Assign a UMaterialInterface to a DynamicMeshActor's UDynamicMeshComponent slot in Unreal Engine, then verify the slot holds the material.

Instructions

Assign a UMaterialInterface asset to a slot on a DynamicMeshActor's UDynamicMeshComponent, in an editor transaction. applied is the slot read back after the assignment; the call fails when it does not hold the material.

Returns: { actor_name: string, material_path: string, material_name: string, slot_index: int, applied: bool, note?: string }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
actor_nameYesLabel or name of the target DynamicMeshActor (required).
slot_indexNoMaterial slot to assign. Default 0 (the dynamic mesh only uses slot 0).
material_pathYesAsset path of the UMaterialInterface (e.g. /Engine/EngineMaterials/DefaultMaterial) (required).

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A3.9/5.0
Behavior4/5

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

Annotations already declare readOnlyHint=false, destructiveHint=true, idempotentHint=true, so the safety profile is covered. The description adds genuine context beyond that: the editor-transaction context and, importantly, the failure condition (call fails when the read-back slot does not hold the material).

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 plus a compact Returns block; every element earns its place. The second sentence about 'applied' is dense but informative, and no padding is present.

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?

There is no output schema, so the inline Returns block usefully compensates, and it explains the failure condition and transaction context. It is close to complete for a 3-parameter mutation tool, though it could say more about what the transaction implies for undo.

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 actor_name, slot_index, and material_path are already documented in the schema. The description references the slot read-back but adds no format or semantic detail beyond what the schema provides, so 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 (Assign) and a precisely scoped resource: a UMaterialInterface asset to a slot on a DynamicMeshActor's UDynamicMeshComponent. The specificity (DynamicMeshActor/UDynamicMeshComponent) implicitly disambiguates it from siblings like set_actor_material, set_mesh_material_id, and set_static_mesh_material_slot.

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

Usage Guidelines3/5

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

The target scoping implies the use case, and it notes the operation happens 'in an editor transaction,' but there is no explicit when-to-use/when-not guidance or named alternative for setting materials. Usage is inferable rather than stated.

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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