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spawn_navmesh_bounds_volume

Spawn a NavMesh bounds volume with a real cube brush at a chosen location, creating non-empty navigation bounds so navmesh tiles can build without manual editor placement.

Instructions

Spawns a navigation mesh bounds volume at a specified location with optional extent, and builds a REAL cube brush so the volume has non-empty nav bounds (an empty brush yields 0 navmesh tiles). No hand placement in the editor UI required. The brush is RE-READ off the spawned actor after building (poly count from its UModel, bounds from the actor), so nothing in the payload is a hand-written claim.

Returns: { actor_name: string, actor_path: string, location_x: number, location_y: number, location_z: number, extent_x: number, extent_y: number, extent_z: number, brush_built: bool, has_brush_geometry: bool, brush_present: bool, brush_poly_count: number (-1 = no UModel/no editor-only Polys data), brush_empty: bool, bounds_valid: bool, bounds_extent_x: number, bounds_extent_y: number, bounds_extent_z: number, bounds_extent_actual: { x, y, z }, bounds_origin_actual: { x, y, z }, actor_scale: { x, y, z }, location_actual: { x, y, z }, requested: { extent }, success: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
extentNoOptional [X, Y, Z] **SEMI-EXTENT** (half-extent) in cm (defaults to [1000, 1000, 500]). The built cube's FULL edge length is 2x this on every axis -- e.g. extent [1000, 1000, 500] yields a 2000 x 2000 x 1000 cube. Echoed back under `requested.extent`; what the actor ended up with is `bounds_extent_actual`.
locationNoOptional [X, Y, Z] world location (defaults to origin)

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A3.9/5.0
Behavior4/5

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

With annotations only stating readOnly=false, destructive=false and non-idempotent, the description carries the interesting behavior itself: that an empty brush yields 0 navmesh tiles, that a REAL cube brush is built, and that brush data is re-read off the spawned actor rather than trusted from the payload. It does not discuss undo, editor-world requirements, or permissions, so it stops short of 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?

Purpose is front-loaded in the first sentence and the mechanism explanation earns its place. The extensive 'Returns' enumeration is bulky, but with no output schema it is doing necessary work; the ALL-CAPS emphasis (REAL, RE-READ) adds mild noise.

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 world-mutating spawn tool with no output schema, the description compensates by enumerating the return payload and explaining the brush-validation semantics. It still omits where the volume lands (current level), whether an editor world is required, and persistence/undo behavior, so not fully complete.

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%: the schema already fully explains that extent is a semi-extent in cm with a concrete 2x example, and that location defaults to origin. The description adds nothing beyond restating 'specified location with optional extent', 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?

The opening sentence gives a specific verb (spawns) and resource (navigation mesh bounds volume) plus the key qualifier that it builds a real cube brush so nav bounds are non-empty. The name and description are unambiguous against siblings such as spawn_nav_modifier_volume and spawn_nav_link_proxy, which target different volume types.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

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

Usage is only implied: the note that no hand placement in the editor UI is required suggests programmatic creation, but there is no explicit when-to-use or when-not-to-use guidance. It never mentions follow-up tools like rebuild_navigation, nor when to prefer this over rebuilding or manually placing a volume.

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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