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create_lose_screen_widget

Generates a UMG Lose/Death screen widget blueprint with a loss message plus optional restart and quit buttons, providing a ready-made game-over UI for Unreal Engine levels.

Instructions

Create a Lose/Death screen Widget Blueprint as described in Ch. 11.

Mirrors the Win screen duplication approach from the book. Creates a UMG Widget Blueprint with a loss message, restart, and quit buttons.

Args: widget_name: Widget Blueprint name (e.g., "WBP_LoseMenu") message_text: The main message (e.g., "You Lose!") message_color: RGBA color for the message [R, G, B, A] show_restart_button: Add a Restart (reload level) button show_quit_button: Add a Quit Game button

KB: see knowledge_base/17_GAME_SYSTEMS_COOKBOOK.md#overview Example: create_lose_screen_widget()

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
widget_nameNoWBP_LoseMenu
message_textNoYou Lose!
message_colorNo
show_quit_buttonNo
show_restart_buttonNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A3.9/5.0
Behavior3/5

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

There are no annotations, so the description carries the burden. It discloses the core side effect (creating a UMG Widget Blueprint) and the included buttons, but it does not mention whether an existing asset is overwritten, whether the widget is saved/compiled, or whether it is added to the viewport. The KB reference partially compensates but is not a substitute.

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 structured with a purpose statement, an Args block, a KB pointer, and an example, and it front-loads the main purpose. It is slightly redundant between the first sentence and the later 'Creates a UMG Widget Blueprint...' sentence, but there is no unnecessary 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?

Given that an output schema exists and all parameters have defaults, the description covers the essential behavior, arguments, and a concrete no-argument example. The main gaps are lack of explicit alternative tool guidance and asset-location/overwrite behavior, but the KB link provides a path to those details.

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%, and the description compensates by explaining all five parameters, including the RGBA shape and the meaning of the two boolean buttons. It lacks some constraints such as the accepted color value range, but the defaults and examples make the parameters usable.

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 opens with a specific verb and resource ('Create a Lose/Death screen Widget Blueprint') and details the expected contents (loss message, restart, quit buttons). It also signals how it relates to the sibling win-screen tool by saying it mirrors the Win screen duplication approach, so the agent can distinguish it from generic UMG 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 Guidelines3/5

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

The intended use is implied by the name and first sentence: use it when you need a lose/death screen widget. However, it never explicitly contrasts this with create_win_menu_widget, create_umg_widget_blueprint, or add_widget_to_viewport, and provides no when-not-to-use guidance.

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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