Skip to main content
Glama

create_hud_widget

Build a first-person HUD Widget Blueprint with health, stamina, ammo, and targets-eliminated counters, all bound to live player variable values for real-time updates.

Instructions

Create a complete HUD Widget Blueprint from Ch. 7.

Builds a full first-person HUD with health bar, stamina bar, ammo counter, and targets-eliminated counter. Each element uses bindings to display live player variable values.

Mirrors the HUD created in Chapters 7-8 of the book:

  • Health/Stamina: Progress Bars with float bindings

  • Ammo: Text Block with integer binding

  • Targets Eliminated / Target Goal: Text Blocks

Args: widget_name: Widget Blueprint name health_bar: Include a health progress bar stamina_bar: Include a stamina progress bar ammo_counter: Include an ammo count text display targets_counter: Include a targets eliminated counter target_goal_display: Include a target goal counter round_display: Include a round number display folder_path: Content browser folder

KB: see knowledge_base/06_UI_UMG_SYSTEMS.md#overview Example: create_hud_widget()

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
health_barNo
folder_pathNo/Game/UI
stamina_barNo
widget_nameNoWBP_HUD
ammo_counterNo
round_displayNo
targets_counterNo
target_goal_displayNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A4/5.0
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 discloses that the tool builds a complete HUD with variable bindings, which is a meaningful side effect. However, it does not mention whether an existing widget with the same name is overwritten, whether any external assets are required, or what happens if the target variables are absent. The description is transparent about scope but silent on edge cases and side effects.

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 somewhat lengthy with a redundant bullet list that repeats the components already summarized in the opening paragraph. However, it is well-structured: purpose first, then detailed components, then args, then KB reference and example. It front-loades actions and scopes, so the bulk is informative rather than filler.

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 high-level creation tool, the description covers the essential context: what will be built, the binding mechanism, every parameter, and a KB pointer. It does not specify hidden prerequisites or error conditions, and it relies on the KB for deeper detail. Given that an output schema exists, the absence of return-value explanations is acceptable. The description is complete enough for a competent agent to invoke the tool correctly without diving into external docs.

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 schema description coverage is 0%, so the description must fully compensate. It lists all 8 parameters with concise, meaningful one-liners (e.g., 'health_bar: Include a health progress bar', 'group_display: Include a round number display'). This gives the agent enough to set each argument intelligently with no ambiguity about their intent.

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 verb and resource: 'Create a complete HUD Widget Blueprint from Ch. 7.' It enumerates the exact components (health bar, stamina bar, ammo counter, targets counter) and explains that they use live bindings游. This clearly distinguishes it from lower-level sibling tools like add_progress_bar_to_widget or create_umg_widget_blueprint.

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 implies usage by describing a full assembly task rather than individual widget creation, and the KB reference provides context. However, it never explicitly states when to prefer this over manually composing widgets with sibling tools, nor does it mention any prerequisites or limitations (e.g., required player variables). Usage guidance is tacit, not directive.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Deploy Server

Other Tools