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unreal_spawn_actor

Place an Unreal Engine content asset into the current level as a new actor. Specify the asset path, location, rotation, scale, and optional label; each call spawns one actor.

Instructions

Place an existing content asset into the current level as a new actor.

Each call creates a new actor, so calling it twice spawns two copies. Get valid asset_path values from unreal_list_assets.

Args: params (SpawnActorInput): Validated input containing: - asset_path (str): Content path of the asset to place - location (list[float]): [X, Y, Z] in centimetres (default origin) - rotation (list[float]): [pitch, yaw, roll] in degrees - scale (list[float]): [X, Y, Z] multipliers - label (Optional[str]): Outliner name for the actor

Returns: str: JSON describing the created actor: { "label": str, "path": str, "class": str, "location": [float, float, float], "rotation": [float, float, float], "scale": [float, float, float] } On failure: "Error: " — including a clear message when asset_path does not exist.

Examples: - Use when: "put the imported chair at the origin" after unreal_import_asset - Don't use when: moving something already in the level (use unreal_set_actor_transform)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
paramsYes

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes
Behavior5/5

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

Annotations already mark this as non-read-only and non-idempotent, but the description adds explicit behavioral detail: each call creates a new actor and calling twice spawns two copies. It also documents failure return format and the specific error case for a non-existent asset_path.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is well-organized with Args, Returns, and Examples sections. Every sentence adds value, and the most important behavioral caveat about duplicate spawning is front-loaded.

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?

Covers all necessary invocation details: parameter semantics, defaults, output shape, failure behavior, source of valid inputs, and when to avoid this tool. The presence of an output schema is supportive, but the description is self-sufficient even without it.

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

Parameters5/5

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

Schema description coverage is reported as 0%, so the description carries the full burden. It compensates thoroughly by explaining every parameter: asset_path, location units and default, rotation units, scale multipliers, and optional label.

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 and resource: placing an existing content asset into the current level as a new actor. It also distinguishes itself from siblings by specifying where asset_path comes from and by naming what it is not for.

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?

Provides explicit 'Use when' and 'Don't use when' guidance, including the concrete alternative unreal_set_actor_transform for moving existing actors. It also tells the agent to source asset_path from unreal_list_assets, leaving little to inference.

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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