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create_game_mode

Create a GameModeBase Blueprint and assign default Pawn, HUD, PlayerController, GameState, and Spectator classes in one call.

Instructions

Create a GameModeBase Blueprint with optional class assignments.

The GameMode controls which classes (Pawn, HUD, PlayerController, etc.) are used when the level starts.

Args: name: Blueprint name (e.g., "BP_MyGameMode") default_pawn_class: Default pawn Blueprint name hud_class: HUD Blueprint name player_controller_class: PlayerController Blueprint name game_state_class: GameState Blueprint name spectator_class: Spectator pawn Blueprint name

KB: see knowledge_base/03_GAMEPLAY_FRAMEWORK.md#overview Example: create_game_mode(name="ExampleName")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYes
hud_classNo
spectator_classNo
game_state_classNo
default_pawn_classNo
player_controller_classNo

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 behavioral burden. It clearly indicates a creation operation and explains the resulting asset's effect on level startup, which is useful. However, it does not disclose edge-case behavior such as overwriting existing assets, whether the Blueprint is compiled, or that creating the asset does not by itself assign the GameMode to a level.

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 well organized: core action first, then a short clarifying paragraph, a compact arg list, a KB pointer, and an example. Each section earns its place without excessive verbosity.

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?

The description covers all parameters, provides an example, and includes a KB reference, making it mostly usable with six parameters and no schema descriptions. It is incomplete, however, regarding when to use this tool versus related GameMode/HUD/PlayerController tools and what happens on naming conflicts or level assignment.

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 compensate, and it does by listing all six parameters with plain-language meanings and an example. The explanations are minimal ('Blueprint name' for each class), but they add value beyond the bare schema titles and make the required name parameter clear.

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

Purpose5/5

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

The description states a specific action and resource: 'Create a GameModeBase Blueprint' with optional class assignments. It further explains the GameMode's role in controlling classes at level start, which distinguishes it from generic creation tools like create_blueprint or sibling HUD/PlayerController creation tools.

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?

The description provides context about what a GameMode does but does not state when to choose this tool over alternatives such as set_game_mode_for_level, create_hud_blueprint, or create_player_controller. No explicit when-to-use, prerequisites, or exclusions are given.

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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