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spawn_dynamic_mesh_actor

Destructive

Creates an empty dynamic mesh actor in the Unreal Editor world at an optional location and rotation, ignoring collisions, in an undoable transaction. Returns actor details including name and triangle count.

Instructions

Spawn an empty ADynamicMeshActor into the editor world (not PIE) at an optional location and rotation, ignoring collisions, in an undoable transaction. Returns the label of the new actor as actor_name, its internal name and triangle_count (0). Remove it with remove_dynamic_mesh_actor.

Returns: { actor_name: string, actor_internal_name: string, actor_class: string, has_dynamic_mesh_component: bool, has_dynamic_mesh: bool, triangle_count: int, spawned: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
locationNoWorld location [x, y, z] in cm (default the world origin).
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. World rotation in degrees as [pitch, yaw, roll] (default no rotation).

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed2 schema fields changedv1.2.0
    • changedInput schema / properties / location / description
      Previous value: -"Optional [x, y, z] world location"New value: +"World location [x, y, z] in cm (default the world origin)."
    • changedInput schema / properties / rotation / description
      Previous value: -"PREFERRED: 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"New value: +"PREFERRED: 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. World rotation in degrees as [pitch, yaw, roll] (default no rotation)."
  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?

Annotations already declare destructiveHint and non-idempotent. The description adds real value beyond them: ignoring collisions, undoable transaction, editor-world-only scope, and that triangle_count starts at 0. These are behavioral facts an agent needs.

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 action and its key constraints; the returns block is slightly verbose but earns its place by enumerating the return shape in absence of an output schema.

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?

No output schema exists, so spelling out the return fields (actor_name, actor_internal_name, triangle_count, spawned) is appropriate and complete. PIE-vs-editor distinction and the removal pointer close the loop for a mutation tool.

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% and the rotation parameter already contains an unusually detailed warning about [pitch, yaw, roll] ordering. The description adds only 'optional' framing and 'defaults' context, so the 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+resource (spawn, ADynamicMeshActor) and distinguishes from siblings by noting it spawns an 'empty' actor, the editor world rather than PIE, and points to remove_dynamic_mesh_actor as the teardown counterpart.

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?

Clearly signals when to use it (editor world, not PIE) and names the removal sibling. Lacks explicit 'when not to use' guidance or alternatives for populated actors (e.g. copy_static_mesh_to_dynamic_mesh), but context is clear.

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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