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create_actor_component

Create an Actor Component Blueprint to encapsulate reusable gameplay behavior such as leveling, health regen, or inventory, with custom variables and functions.

Instructions

Create an Actor Component Blueprint for encapsulated gameplay behaviour.

From Ch. 18: Actor Components are reusable behaviour modules that can be added to any Actor. The book example creates BP_ExpLevelComp for experience/leveling.

An Actor Component has no Transform (unlike Scene Component). It can access its owning Actor via the "Get Owner" node.

Example use cases:

  • Experience/leveling system (BP_ExpLevelComp from the book)

  • Health regeneration component

  • Inventory component

  • Status effect manager

Args: name: Component Blueprint name (e.g., "BP_ExpLevelComp") variables: List of variable definitions [{"name", "type", "default_value", "is_array"}] functions: List of function definitions [{"name", "inputs", "outputs"}] folder_path: Content browser folder

KB: see knowledge_base/11_BLUEPRINT_LIBRARIES_AND_COMPONENTS.md#overview Example: create_actor_component(name="ExampleName")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYes
functionsNo
variablesNo
folder_pathNo/Game/Components

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

B3.3/5.0
Behavior2/5

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

No annotations are provided, so the description carries the full burden of behavioral disclosure. It explains the nature of Actor Components (no Transform, Get Owner access) but does not describe the tool's own side effects: whether the Blueprint is saved, compiled, or opened in the editor, whether it modifies the current project, or what happens on failure. This is a significant gap for a creation tool.

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?

The description is longer than average but well-organized with clear sections (purpose, background, use cases, args, KB link, example). It front-loads the primary purpose and keeps parameter explanations in a list. Minor redundancy exists (the book example is mentioned twice), but each paragraph serves a purpose and the structure aids scanning.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a creation tool with 4 parameters and no annotations, the description covers the core 'what' and gives parameter details, but it omits important operational context: prerequisites (e.g., an open Unreal project), whether the tool can overwrite existing assets, how the output schema looks, and how it compares to the near-identical sibling create_experience_level_component. The KB link is useful but not a substitute for inline guidance.

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

Parameters4/5

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

Schema description coverage is 0%, so the description must explain parameters, and it does. It lists each arg with meaning: name (component Blueprint name), variables (list with structure [{"name","type","default_value","is_array"}]), functions (list with [{"name","inputs","outputs"}]), and folder_path (Content browser folder). It also provides an example call, which clarifies usage. It does not fully specify allowed types or input/output formats, but it goes well beyond the bare schema.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description opens with a clear verb+resource statement: 'Create an Actor Component Blueprint for encapsulated gameplay behaviour.' It also distinguishes Actor Components from Scene Components ('has no Transform'), which helps set it apart from sibling create_scene_component. However, it does not explicitly differentiate from the very similar sibling create_experience_level_component, and one of its stated use cases (experience/leveling) overlaps with that tool.

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 provides concrete use cases (experience/leveling, health regen, inventory, status effects) and a conceptual 'when to use' signal via the no-Transform contrast with Scene Components. It does not, however, name alternative tools or state conditions under which another sibling (e.g., create_experience_level_component) would be preferable. The guidance is implied rather than explicit.

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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