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spawn_text_render_actor

Spawn a TextRenderActor with optional text, color, and world size into the active PIE, game, or editor world—verified by read-back for packaged builds.

Instructions

Spawns a TextRenderActor into the active world (a running PIE/game world if one exists, otherwise the editor world) and configures its text. Sets the UTextRenderComponent's text / color / world size if given (world_size read back to verify). Runtime/cooked-build safe: resolves the world via GEngine's world contexts, not GEditor, so it also works in packaged builds.

Returns: { actor_name: string, actor_internal_name: string, actor_class: string, has_component: bool, text_set: bool, color_set: bool, size_set: bool, world_size: number, spawned: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
sizeNoOptional world size for the text render component
textNoOptional text to assign to the text render component
colorNoOptional [r, g, b] 0..255 color (alpha forced opaque)
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

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?

Annotations already declare this is a non-read-only, non-destructive, non-idempotent spawn. Beyond that, the description adds genuinely useful behavior: it resolves the world via GEngine world contexts rather than GEditor so it is cooked-build safe, and it reads world_size back to verify. That is real context the annotations do not carry.

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 world-selection caveat, then the parameter summary and the return shape. The inline return-type list is dense but earns its place given there is no output schema. Slightly long but no wasted sentences.

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 spawn/config tool with no output schema, the description covers the world target, the safe-build rationale, the optional configuration fields, and the full return object. An agent has enough to invoke it correctly; the only gap is explicit guidance against sibling spawn tools.

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% and the schema already documents every parameter, including the detailed rotation object-vs-array warning. The description only loosely restates that text/color/world size get applied, so it adds little beyond the schema; 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 (Spawns) and resource (TextRenderActor) and adds the exact scope: it goes into the active world, preferring a running PIE/game world over the editor world. The distinction from generic spawn tools is clear from the world-resolution sentence.

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?

The description explains the world-selection logic (PIE world if present, else editor), which tells the agent some context, but it never states when to prefer this tool over siblings like spawn_actor or spawn_blueprint_actor, nor any preconditions. Usage is implied rather than prescribed.

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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