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set_skeletal_mesh_lod_build_settings

DestructiveIdempotent

Change the stored build settings of one LOD of a skeletal mesh asset and save it. Only the fields you pass are updated; changes apply on next build or reimport.

Instructions

Change the stored build settings of one LOD of a skeletal mesh asset, only the fields you pass, and save the mesh. The mesh is not rebuilt here, so the settings take effect at its next build or reimport; a failed save returns an error. Returns settings_applied.

Returns: { lod_index: int, settings_applied: {...}, saved: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
lod_indexNo0-based LOD index (default 0); an index the mesh does not have fails the call.
use_mikk_t_spaceNoUse MikkTSpace when computing tangents (bUseMikkTSpace).
recompute_normalsNoIgnore the imported normals and recompute them (bRecomputeNormals).
full_precision_uvsNoStore UVs at full floating-point precision (bUseFullPrecisionUVs).
recompute_tangentsNoIgnore the imported tangents and recompute them (bRecomputeTangents).
remove_degeneratesNoRemove degenerate triangles at build time (bRemoveDegenerates).
skeletal_mesh_pathYesSkeletal mesh asset path, e.g. "/Game/Characters/SKM_Hero".
bone_influence_limitNoMaximum bone influences per vertex; 0 uses the DefaultBoneInfluenceLimit project setting, and values above the project limit have no effect.
high_precision_weightsNoUse 16-bit instead of 8-bit skin weights for rendering (bUseHighPrecisionSkinWeights).
high_precision_tangentsNoStore tangents at 16-bit instead of 8-bit precision (bUseHighPrecisionTangentBasis).
compute_weighted_normalsNoWeight computed normals by triangle area and corner angle (bComputeWeightedNormals).

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed11 schema fields changedv1.2.0
    • changedInput schema / properties / bone_influence_limit / description
      Previous value: -"int, max bones influencing each vertex"New value: +"Maximum bone influences per vertex; 0 uses the DefaultBoneInfluenceLimit project setting, and values above the project limit have no effect."
    • changedInput schema / properties / compute_weighted_normals / description
      Previous value: -"bool, compute weighted normals"New value: +"Weight computed normals by triangle area and corner angle (bComputeWeightedNormals)."
    • changedInput schema / properties / full_precision_uvs / description
      Previous value: -"bool, use full precision UVs"New value: +"Store UVs at full floating-point precision (bUseFullPrecisionUVs)."
    • changedInput schema / properties / high_precision_tangents / description
      Previous value: -"bool, use high precision tangent basis"New value: +"Store tangents at 16-bit instead of 8-bit precision (bUseHighPrecisionTangentBasis)."
    • changedInput schema / properties / high_precision_weights / description
      Previous value: -"bool, use high precision skin weights"New value: +"Use 16-bit instead of 8-bit skin weights for rendering (bUseHighPrecisionSkinWeights)."
    • changedInput schema / properties / lod_index / description
      Previous value: -"LOD index to modify (default 0)"New value: +"0-based LOD index (default 0); an index the mesh does not have fails the call."
    • changedInput schema / properties / recompute_normals / description
      Previous value: -"bool, recompute normals"New value: +"Ignore the imported normals and recompute them (bRecomputeNormals)."
    • changedInput schema / properties / recompute_tangents / description
      Previous value: -"bool, recompute tangents"New value: +"Ignore the imported tangents and recompute them (bRecomputeTangents)."
    • changedInput schema / properties / remove_degenerates / description
      Previous value: -"bool, remove degenerate triangles"New value: +"Remove degenerate triangles at build time (bRemoveDegenerates)."
    • changedInput schema / properties / skeletal_mesh_path / description
      Previous value: -"Content path to the skeletal mesh asset"New value: +"Skeletal mesh asset path, e.g. \"/Game/Characters/SKM_Hero\"."
    • changedInput schema / properties / use_mikk_t_space / description
      Previous value: -"bool, use Mikk T space"New value: +"Use MikkTSpace when computing tangents (bUseMikkTSpace)."
  2. First observedv1.1.0

TDQS

A4.1/5.0
Behavior4/5

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

Adds substantial context beyond the annotations: partial-update semantics ('only the fields you pass'), persistence ('save the mesh'), deferred effect ('not rebuilt here ... next build or reimport'), and an error path ('a failed save returns an error'). The annotations already declare destructive=true and idempotent=true; the description does not spell out what the destructive overwrite affects or whether it is reversible, which keeps it from a 5.

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 purpose, then behavior, then a compact Returns shape. The prose 'Returns settings_applied' and the explicit Returns line are mildly redundant, but overall it is tight and every sentence contributes.

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 appropriately documents the return shape (lod_index, settings_applied, saved), the deferred-effect behavior, and the error case. It is close to complete for an 11-param mutation tool, though it could clarify the overwrite/reversibility implied by destructiveHint.

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% with detailed per-parameter descriptions (bUseMikkTSpace, DefaultBoneInfluenceLimit behavior, etc.), so the schema carries the parameter burden. The description adds only the 'only the fields you pass' partial-update note, which is a baseline-plus level of added meaning, not detailed parameter guidance.

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: change the stored build settings of one LOD of a skeletal mesh asset and save it. The clause 'The mesh is not rebuilt here' explicitly differentiates it from rebuild-style siblings like bake_skeletal_mesh_lod, and 'build settings' scopes it away from set_skeletal_mesh_lod_reduction_settings / screen_size.

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 clear context for use: settings are only persisted and 'take effect at its next build or reimport', implying this is for staging build config rather than triggering a rebuild. It does not name an explicit alternative (e.g. bake_skeletal_mesh_lod) or state exclusions, so it stops short of full when/when-not 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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