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create_enemy_spawner_blueprint

Creates an Unreal Engine enemy spawner blueprint that periodically spawns enemies within a set radius, with configurable enemy class, spawn interval, and maximum concurrent enemies.

Instructions

Create an Enemy Spawner Blueprint.

Ch.10: BP_EnemySpawner periodically spawns enemies in the level.

  • EnemyClass variable (class reference, instance editable)

  • MaxEnemies variable (int) - cap on simultaneous enemies

  • SpawnInterval variable (float) - seconds between spawns

  • SpawnRadius variable (float) - radius around spawner to place enemies

  • Timer-based spawning using Set Timer by Function Name

Args: name: Spawner Blueprint name enemy_class: Enemy Blueprint class to spawn max_enemies: Maximum simultaneous enemy count spawn_interval: Seconds between each spawn spawn_radius: Random placement radius around spawner path: Content browser path

KB: see knowledge_base/04_AI_SYSTEMS.md#overview Example: create_enemy_spawner_blueprint()

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameNoBP_EnemySpawner
pathNo/Game/Blueprints
enemy_classNoBP_EnemyCharacter
max_enemiesNo
spawn_radiusNo
spawn_intervalNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A4/5.0
Behavior4/5

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

Since no annotations are provided, the description carries the full behavioral disclosure burden. It does more than restate the tool's purpose: it enumerates the four variables, explains their meanings, and discloses timer-based spawning via Set Timer by Function Name. It doesn't mention compilation or asset-creation side effects, but the output schema likely covers return-related behavior.

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 front-loaded with its purpose and then organized into behavior, variable bullets, arguments, KB reference, and example. There is slight redundancy between the variable bullets and the Args list, but each section contributes useful information. The example is minimal and consistent with all parameters being optional.

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 6-parameter creation tool with no annotations, the description covers behavior, all parameters, a knowledge-base reference, and an example. It doesn't explain post-creation steps or how to choose this over sibling spawner tools, but the output schema plus thorough parameter documentation make it reasonably complete.

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?

The input schema has 0% description coverage, but the Args block fully compensates by defining all six parameters with semantic meaning, such as spawn_radius as 'random placement radius around spawner' and enemy_class as 'Enemy Blueprint class to spawn.' This is exactly the compensation needed when schema descriptions are absent.

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 first sentence clearly states a specific verb and resource: 'Create an Enemy Spawner Blueprint.' The description goes on to name BP_EnemySpawner, its variables, and its timer-based spawning behavior, which distinguishes it from generic blueprint tools. It doesn't explicitly differentiate from the sibling create_random_spawner_blueprint, so it misses a 5.

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 'Ch.10' context and 'periodically spawns enemies in the level' imply when the tool is appropriate, and the KB pointer provides additional orientation. However, there is no explicit when-to-use vs. alternative tools, no exclusions, and no guidance for choosing between this and the many other blueprint-creation siblings.

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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