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create_procedural_mesh_blueprint

Creates a procedural mesh placement Blueprint that uses Construction Script to auto-generate a configurable grid of static mesh instances, with parameters editable by level designers.

Instructions

Create a procedural mesh placement Blueprint using Construction Script.

From Ch. 19: Creates BP_ProceduralMeshes that uses an Instanced Static Mesh component and nested For Loops in the Construction Script to place rows of static mesh instances. All parameters are Instance Editable so level designers can configure them per instance.

The result is a Blueprint that, when placed in a level, automatically generates a grid of mesh instances (e.g., rows of chairs, plants, lights).

Args: name: Blueprint name (e.g., "BP_ProceduralMeshes") static_mesh_path: Default Static Mesh asset path default_instances_per_row: Number of instances per row default_number_of_rows: Number of rows default_space_between_instances: Spacing between instances in a row (UE units) default_space_between_rows: Spacing between rows (UE units) folder_path: Content browser folder

KB: see knowledge_base/10_WORLD_BUILDING.md#overview Example: create_procedural_mesh_blueprint()

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameNoBP_ProceduralMeshes
folder_pathNo/Game/Blueprints
static_mesh_pathNo/Game/StarterContent/Props/SM_Chair
default_number_of_rowsNo
default_instances_per_rowNo
default_space_between_rowsNo
default_space_between_instancesNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A4.1/5.0
Behavior4/5

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 a solid job: it discloses that the tool creates a Blueprint asset, uses an Instanced Static Mesh component, relies on nested For Loops in Construction Script, and auto-generates a grid when placed in a level. It does not mention overwrite behavior, compile steps, or failure conditions, which keeps this from a 5.

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, front-loaded with the core purpose, followed by mechanism, result, Args, KB reference, and example. It is somewhat verbose with repeated concepts like 'Creates BP_ProceduralMeshes' and 'The result is a Blueprint,' but every section earns its place overall.

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 tool with 7 optional parameters, an output schema, and no annotations, the description is reasonably complete: it covers what is made, how it behaves, what the parameters mean, where the asset goes, and points to a KB reference. It does not mention prerequisites such as the static mesh asset existing or what happens if the target asset already exists, which are useful for a world-building automation agent.

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 Args section is essential and helpful: every parameter is listed with a plain-English meaning, and units are given for spacing values. It adds real semantic value over the raw schema, though it stops short of providing validation rules, path formats, or value ranges.

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 names a specific deliverable (a procedural mesh placement Blueprint), the mechanism (Construction Script with Instanced Static Mesh and nested For Loops), and the concrete result (a placed Blueprint that generates a grid of mesh instances). This clearly distinguishes it from generic Blueprint creation tools and from spline-based placement siblings by stating the grid/rows behavior.

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 gives clear context about the intended use case, such as rows of chairs, plants, or lights, and notes the parameters are Instance Editable for level designers. However, it never explicitly names alternatives or states when NOT to use this tool, leaving the agent to infer the appropriate choice from the sibling list.

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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