Unreal-MCP-Ghost
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TDQS
Scored across 729 tools
Massive redundancy makes tool selection nearly impossible. Identical or near-identical operations exist under multiple names: add_branch_node vs add_blueprint_branch_node vs bp_add_node, compile_blueprint vs bp_compile vs compile_blueprint_and_report, exec_python vs ue_exec_safe vs ue_exec_transact, and net_set_function_rpc vs net_create_rpc_event. An agent cannot reliably distinguish dozens of overlapping groups.
Individual sub-families are consistent (spatial_*, gen_*, net_*), but the Blueprint tooling alone alternates between add_blueprint_*_node, add_*_node, and bp_* prefixes for the same operations. Verbs like create/add/build/insert are used interchangeably, and parallel APIs (create_material vs mat_create_material vs material_create_master) break any single predictable pattern.
729 tools is an extreme mismatch for any conceivable server scope, far beyond the 50+ threshold for a 1. Even a comprehensive Unreal Engine integration would be better served by 30-50 consolidated tools; this count makes tool discovery and selection itself the primary obstacle.
The surface covers nearly every Unreal domain: Blueprint graphs, AI, animation, materials, VFX, UI, networking, GAS, audio, world building, geometry, and generative pipelines, each with create/read/update plus validation and repair tools. Minor gaps exist (e.g., asset deletion for several asset types), but exec_python and generic bridge tools provide escape hatches.