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set_skeletal_mesh_lod_screen_size

DestructiveIdempotent

Adjust the screen size threshold for when a skeletal mesh LOD switches, marking the asset dirty. Follow with save_asset to persist changes.

Instructions

Set ScreenSize.Default (the screen size at which this LOD switches in) of one LOD of a skeletal mesh asset. Marks the mesh dirty but does NOT save it, so follow with save_asset; per-platform overrides are left as they are. Returns old_screen_size and screen_size.

Returns: { skeletal_mesh_path: string, lod_index: int, old_screen_size: float, screen_size: float, applied: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
lod_indexYes0-based LOD index; must be below the LOD count of the mesh.
screen_sizeYesNew ScreenSize.Default value, e.g. 0.3; the call fails without it.
skeletal_mesh_pathYesSkeletal mesh asset path, e.g. "/Game/Characters/SKM_Hero".

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed4 schema fields changedv1.2.0
    • changedInput schema / properties / lod_index / description
      Previous value: -"LOD index to modify"New value: +"0-based LOD index; must be below the LOD count of the mesh."
    • changedInput schema / properties / screen_size / description
      Previous value: -"New ScreenSize.Default value"New value: +"New ScreenSize.Default value, e.g. 0.3; the call fails without it."
    • 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 / required
      Previous value: -[
      -  "skeletal_mesh_path",
      -  "lod_index"
      -]New value: +[
      +  "skeletal_mesh_path",
      +  "lod_index",
      +  "screen_size"
      +]
  2. First observedv1.1.0

TDQS

A4/5.0
Behavior4/5

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

Annotations already declare idempotentHint/destructiveHint/readOnlyHint, but the description adds value beyond them: the dirty-but-unsaved state, the required save_asset follow-up, and the fact that per-platform overrides are preserved. It omits failure modes (e.g. out-of-range lod_index) but covers the important mutation semantics.

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 mutation and its meaning, then the save caveat and the return summary. Slightly redundant in listing return fields both in prose ('old_screen_size and screen_size') and in the JSON block, which costs a little tightness.

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

Completeness5/5

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

For a 3-param mutation with no output schema, the description supplies the missing return shape (including the 'applied' flag) plus the required follow-up save. An agent has everything it needs to call this correctly and interpret the result.

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 schema already documents all three parameters (0-based lod_index bound, example screen_size value, example asset path). The description only restates that screen_size is ScreenSize.Default and scopes it to one LOD, adding nothing the schema lacks; baseline 3 is appropriate.

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 (set), resource (ScreenSize.Default of one LOD of a skeletal mesh), and explains what the value means ('the screen size at which this LOD switches in'). It is clear and self-contained, but does not distinguish itself from the many sibling LOD-setting tools (e.g. set_skeletal_mesh_lod_settings, set_skeletal_mesh_lod_build_settings, set_skeletal_mesh_lod_reduction_settings).

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 a concrete post-call workflow ('Marks the mesh dirty but does NOT save it, so follow with save_asset') and scopes the effect ('per-platform overrides are left as they are'). It does not state when to prefer this over the other LOD-setting siblings, so it stops short of a true when/when-not guidance.

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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