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create_full_enemy_ai

Creates a complete enemy AI system with character, controller, blackboard, behavior tree, and tasks. Generates patrol, chase, and attack behaviors in Unreal Engine.

Instructions

Create a complete enemy AI setup including:

  • Enemy Character Blueprint

  • AIController Blueprint

  • Blackboard with appropriate keys

  • Behavior Tree with patrol/chase/attack logic

  • BT Tasks for each behavior

Args: enemy_name: Base name (e.g., "Enemy" creates BP_Enemy, BT_Enemy, etc.) has_patrol: Include patrol behavior has_chase: Include chase player behavior has_attack: Include attack behavior

KB: see knowledge_base/04_AI_SYSTEMS.md#overview Example: create_full_enemy_ai(enemy_name="ExampleName")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
has_chaseNo
enemy_nameYes
has_attackNo
has_patrolNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A3.7/5.0
Behavior3/5

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

With no annotations, the description must carry the behavioral burden. It clearly states that the tool creates multiple assets and gives the naming convention via the example. However, it does not disclose possible side effects such as overwriting existing assets, required project context, or what completing the setup entails beyond asset creation.

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-structured: a concise summary, a bulleted list of what the tool creates, a compact Args list, a KB pointer, and an example. Every section earns its place, and the most important scoping information is front-loaded.

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 complex tool that generates several AI assets, the description covers the core artifacts, all parameters, naming behavior, and an example. It does not explain output/return values, but since an output schema exists, that is not required. Minor gaps include lack of explicit preconditions or collision-with-existing-asset behavior.

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 0%, so the description must compensate, and it does. The Args section explains every parameter: enemy_name is described as a base name with a concrete naming example, and each boolean flag is explained ('Include patrol behavior', 'Include chase player behavior', 'Include attack behavior'). This gives an agent everything needed to set the arguments correctly.

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 uses a specific verb ('Create') and a clear resource ('complete enemy AI setup'), and breaks down the components produced (Character Blueprint, AIController, Blackboard, Behavior Tree, BT Tasks). However, it does not explicitly differentiate itself from the closely related sibling create_full_upgraded_enemy_ai, so an agent might not know which 'full' AI variant to choose.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

There is no explicit guidance on when to use this tool versus alternatives like create_behavior_tree, create_blackboard, or create_full_upgraded_enemy_ai. The intent is only implied by 'Create a complete enemy AI setup', and no prerequisites or exclusion conditions are mentioned.

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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