Skip to main content
Glama

spawn_blueprint_actor

Instantiate a Blueprint class as an actor in a selected world (editor, server, or PIE) and get back the world identity plus whether the actor has authority.

Instructions

Spawn an instance of a Blueprint class as an actor and report WHICH world took it and whether the actor has AUTHORITY. The default (world absent or 'editor') places it in the EDITOR level, not in play. For anything that must exist for every player during PIE use world='server'; world='pie' is ambiguous and can land on the CLIENT, where the actor has no authority, no AI controller and no server-side existence while looking identical in the payload. The actor is NOT saved into the map: save_level afterwards for an editor-world spawn.

Returns: { actor JSON via DescribeActorObject, world: string, has_authority: bool (AActor::HasAuthority() read off the spawned actor), local_role: string, world_name: string|null, world_package: string|null, world_type: string|null, net_mode: string|null, pie_instance: number }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
worldNoOptional world selector: absent/'editor' (default) spawns into the editor level | 'server' spawns into the PIE world WITH AUTHORITY (what you want for anything that must exist for every player: an actor spawned into the client world has no authority and no server-side existence) | 'client' | 'pie:N' | 'pie' (ambiguous: PlayWorld, else the first PIE context -- can land on the CLIENT) | 'game' (alias of 'pie')
locationNoOptional [x, y, z] world location
rotationNoPREFERRED: the OBJECT {"roll":R,"pitch":P,"yaw":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll] world rotation
actor_nameYesLabel applied to the spawned actor (SetActorLabel); it is not the object name and is not made unique
blueprint_nameNoName of the blueprint
blueprint_pathNoAlias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.8/5.0
Behavior5/5

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

Annotations cover the safety profile (not read-only, not destructive, not idempotent), and the description adds substantial context beyond them: the default editor-world placement (not in play), the client-world pitfall (no authority, no AI controller, no server existence), and the fact that the actor is NOT saved into the map unless save_level is called. This is exactly the behavioral disclosure the annotations do not provide.

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 and the authoritative world rule, and the Returns block earns its place because there is no output schema. There is some duplication of the world semantics between description and schema, which keeps it from a 5.

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 6-parameter spawn tool with no output schema, the description covers placement, authority, PIE pitfalls, persistence, and enumerates the return payload fields (actor, world, has_authority, net_mode, etc.). Nothing an agent needs to call it correctly is missing.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the schema already documents world/rotation/location/actor_name. The description still adds value by framing the world selector's gameplay consequences and reinforcing the actor_name/save behavior, though much of the world text is echoed in the schema. Slightly above the 3 baseline.

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 ("Spawn an instance of a Blueprint class as an actor") and immediately scopes it with world/authority semantics that distinguish it from the generic spawn_actor sibling. An agent can tell what this does before 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 Guidelines5/5

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

Explicitly prescribes when to use which world: default/'editor' for the editor level, world='server' for anything that must exist for every player, and warns that world='pie' is ambiguous and can land on the CLIENT. This is concrete when/when-not guidance, not inference.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Deploy Server

Other Tools