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set_skeletal_mesh_anim_class

DestructiveIdempotent

Repoint a Blueprint's skeletal mesh component AnimClass to an AnimBlueprint and set AnimationBlueprint mode, writing the CDO archetype for inherited Character Mesh so spawned instances inherit it.

Instructions

Repoint a Blueprint's skeletal mesh component AnimClass to a (fork) AnimBlueprint. Also handles the INHERITED native Character Mesh, which is not in the SCS and which the generic component-property setters cannot reach: it writes the CDO component archetype so spawned instances inherit the new AnimClass. Also sets AnimationMode=AnimationBlueprint.

Returns: { blueprint, component, anim_class, previous_anim_class, applied, wrote_cdo_archetype, saved }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
forceNoOptional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.
anim_classYesThe AnimBlueprint to use: an ABP asset path (resolved to its generated class) or a "..._C" class path/name.
blueprint_nameNoCharacter/Actor Blueprint (name or path), e.g. "BP_MyCharacter".
blueprint_pathNoAlias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`.
component_nameNoSkeletal mesh component to target (optional). Omit to target the Character's inherited Mesh.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.1/5.0
Behavior4/5

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

Annotations declare destructiveHint=true and idempotentHint=true; the description adds real value beyond them by disclosing that it writes the CDO component archetype (so spawned instances inherit) and that it also sets AnimationMode=AnimationBlueprint. It stops short of stating revertibility, though the returned previous_anim_class implies overwrite.

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-loaded with the core action, then the non-obvious CDO/archetype caveat, then the return shape. The middle sentence is dense but every clause earns its place; no filler.

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 mutation tool with no output schema, it supplies the return field list and the key side effects (CDO write, AnimationMode change). Nearly complete; only revertibility and idempotency-vs-repeated-call behavior remain implicit.

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%, so the schema already documents all five parameters including the force/PIE caveat and the blueprint_path alias. The description adds little parameter-level detail beyond noting the inherited-Mesh targeting default, which the schema already covers.

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+resource ("Repoint a Blueprint's skeletal mesh component AnimClass") and immediately distinguishes itself from the generic component-property setters it competes with. An agent can identify scope and target without opening the schema.

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?

Explains the condition that selects this tool over the generic setters: it reaches the INHERITED native Character Mesh that the generic component-property setters cannot. Clear context, but no explicit when-not guidance or naming of the alternative tools.

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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