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create_full_upgraded_enemy_ai

Builds a complete Unreal enemy AI system: character, controller, blackboard, behavior tree, tasks, and spawner. Configures patrol, chase, attack, hearing, and wandering behaviors.

Instructions

Create a complete upgraded enemy AI setup from Ch.9-10.

Builds:

  • Enemy Character Blueprint (with PawnSensing, health variables)

  • AI Controller Blueprint (runs BT, handles OnSeePawn/OnHearNoise)

  • Blackboard with all keys (PlayerCharacter, HasHeardSound, LocationOfSound, CurrentPatrolPoint, bCanSeePlayer)

  • Behavior Tree with Patrol/Chase/Attack/Investigate/Wander sequences

  • BTTask_DoAttack with configurable damage

  • BTTask_FindWanderPoint for random wandering

  • Enemy Spawner Blueprint for wave-based spawning

Args: enemy_name: Base name (creates BP_Enemy, BT_Enemy, BB_Enemy, etc.) has_patrol: Include patrol behavior with patrol points has_chase: Include player-chasing behavior has_attack: Include melee attack behavior has_hearing: Include sound-detection behavior has_wandering: Include random wandering behavior attack_damage: Damage dealt per attack (0.25 = 25% of health) hearing_distance: PawnSensing hearing radius in cm

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

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
has_chaseNo
enemy_nameYes
has_attackNo
has_patrolNo
has_hearingNo
attack_damageNo
has_wanderingNo
hearing_distanceNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A3.6/5.0
Behavior3/5

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

With no annotations, the description carries the full burden, and it does disclose a rich set of behaviors: which blueprints, blackboard keys, tasks, and spawner are built, plus configurable damage and hearing radius. However, it omits side effects like whether existing assets named from enemy_name are overwritten, whether the result is saved/compiled, and any required project state.

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 dense but efficiently organized: an intro sentence, a scannable build list, an args block, a KB pointer, and an example. There is no filler or redundant restatement of the input schema.

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 high-complexity tool with no annotations, the description covers the build contents and parameters thoroughly, and an output schema exists so return values need not be described. It is still incomplete in deciding when to use it versus create_full_enemy_ai and in stating prerequisites or side effects such as overwrites.

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%, but the Args section compensates by explaining every parameter, including units (hearing_distance in cm), meaning (attack_damage 0.25 = 25% of health), and naming behavior (enemy_name creates BP_Enemy, BT_Enemy, BB_Enemy, etc.). This is well beyond what the titles in the schema provide.

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 states a specific verb and resource: 'Create a complete upgraded enemy AI setup from Ch.9-10,' followed by a concrete list of the assets and components built. It is clear about what the tool produces, but it never explicitly contrasts itself with the closely named sibling create_full_enemy_ai.

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?

No guidance is provided about when to choose this tool over create_full_enemy_ai or the individual AI-creation tools. The KB pointer and 'from Ch.9-10' imply a context, but there are no explicit conditions, exclusions, or alternatives.

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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