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create_vr_pawn_blueprint

Build a ready-to-use VR Pawn with motion controllers, teleportation, object grabbing, snap turning, and widget interaction.

Instructions

Create a VRPawn Blueprint with motion controller support.

From Ch. 16: Replicates the VR template VRPawn structure with:

  • Camera component (player view / HMD position)

  • MotionControllerRight + MotionControllerLeft components

  • MotionControllerRightAim + MotionControllerLeftAim (aim locations)

  • HMD Static Mesh (visual representation in spectator view)

  • TeleportTraceNiagaraSystem component (teleport arc particle system)

  • WidgetInteraction component (interact with VR menus)

  • Input events for thumbstick teleportation, grip grab, trigger fire, menu toggle

Args: name: Pawn Blueprint name enable_teleportation: Add teleportation input events and functions enable_object_grabbing: Add grab input events and GrabComponent logic enable_snap_turn: Add snap turn input event (rotate by fixed angle) enable_widget_interaction: Add WidgetInteraction component for menus folder_path: Content browser folder

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

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameNoBP_VRPawn
folder_pathNo/Game/VR/Blueprints
enable_snap_turnNo
enable_teleportationNo
enable_object_grabbingNo
enable_widget_interactionNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A4.2/5.0
Behavior4/5

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

No annotations are provided, so the description carries the disclosure burden. It does well by listing the exact components, input events, and optional behaviors the tool will add. It does not mention side effects such as overwriting an existing asset, whether the asset is compiled/saved, or template dependencies, but the core behavioral impact is described clearly.

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 and scannable: a front-loaded purpose sentence, a compact component bullet list, and a clear Args block. The Ch. 16 and KB pointers are useful, though the empty-argument example adds little value.

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 complex blueprint creation tool with six optional toggles, the description covers what gets created and what each toggle controls, and it references supporting KB material. It omits side-effect details and explicit guidance on when to use it instead of component-level sibling tools, so it is not fully complete, but it is largely sufficient.

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 input schema provides only titles/defaults with 0% description coverage, so the Args section is the sole source of parameter meaning. It explains all six parameters, including what each boolean enables (e.g., snap turn rotates by fixed angle, widget interaction adds a menu-interaction component), fully compensating for the schema gap.

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 VRPawn Blueprint') and then itemizes exactly what will be included: camera, motion controllers, aim components, HMD mesh, teleport Niagara system, WidgetInteraction, and input events. This clearly separates it from sibling component-level tools like add_motion_controller_component or create_fps_character.

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 context ('Replicates the VR template VRPawn structure from Ch. 16') and explains the optional feature toggles, so an agent can infer when it might be relevant. However, it never explicitly says when to prefer this over lower-level sibling tools such as add_motion_controller_component, add_teleport_system_to_pawn, or create_grab_component, nor does it state prerequisites or exclusions.

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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