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import_folder_as_character

Import a character export folder into UE5, creating a complete character set with skeletal mesh, textures, and animations under one destination.

Instructions

Import a character export folder (mesh + textures + animations) as a complete set under one UE5 destination.

Designed for KotOR/GhostRigger export folders that follow the layout: / .fbx ← skeletal mesh (required) textures/ T_d.tga ← diffuse T_n.tga ← normal map ... animations/ ← optional animation FBXs Idle.fbx Walk.fbx

The skeletal mesh FBX is imported first (establishing the skeleton), then all texture files, then any animation FBXs reusing the created skeleton.

Args: folder_path: Absolute path on MCP server machine character_name: Used for the UE5 subfolder, e.g. "Bastila" ue5_base_path: Root Content Browser path (default "/Game/Characters/") skeleton: Existing skeleton path to reuse (leave empty to auto-create) import_animations: Import FBX files in an "animations" subfolder (default True) import_morph_targets: Import morph targets from the skeletal mesh (default True)

Returns: JSON string with the full import report and key asset paths: { "success": true, "character_name": "Bastila", "ue5_destination": "/Game/Characters/Bastila", "skeletal_mesh": "/Game/Characters/Bastila/SK_Bastila", "skeleton": "/Game/Characters/Bastila/SK_Bastila_Skeleton", "textures": ["/Game/Characters/Bastila/Textures/T_Bastila_d", ...], "animations": ["Idle", "Walk"], "reused_skeleton": false, "errors": [] }

KB: see knowledge_base/31_GENERATIVE_CONTENT_PIPELINE.md#overview Example: import_folder_as_character(folder_path="/Game/MCP_Test/Example", character_name="ExampleName")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
skeletonNo
folder_pathYes
ue5_base_pathNo/Game/Characters/
character_nameYes
import_animationsNo
import_morph_targetsNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A4.8/5.0
Behavior5/5

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

With no annotations provided, the description carries the full burden and delivers: it discloses the import sequencing (skeletal mesh first to establish the skeleton, then textures, then animations reusing that skeleton), the auto-create vs. reuse skeleton behavior, and the return report structure including the 'reused_skeleton' flag. This is unusually thorough behavioral disclosure.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is long but every section earns its place: purpose is front-loaded, the folder layout tree is essential for the format-dependent tool, the import-order paragraph explains behavior, and the Args/Returns blocks compensate for the empty schema and missing output schema. The KB pointer and example are compact additions.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 6-parameter composite import tool with zero annotations and zero schema descriptions, this description is essentially complete: purpose, folder format, import sequencing, all parameters, return JSON shape, example call, and a knowledge-base reference. The errors array in the return format even hints at failure reporting. Nothing an agent needs to invoke it correctly is missing.

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?

Schema description coverage is 0%, so the description must compensate, and it does fully: all six parameters (folder_path, character_name, ue5_base_path, skeleton, import_animations, import_morph_targets) get meaningful explanations including defaults and the 'leave empty to auto-create' semantics for skeleton. The folder layout diagram also clarifies what folder_path must point to.

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: 'Import a character export folder (mesh + textures + animations) as a complete set under one UE5 destination.' It clearly distinguishes the composite scope from siblings like import_skeletal_mesh, import_texture, and import_animation_fbx by emphasizing the complete mesh+textures+animations bundle, even though it never names them explicitly.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

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

The description gives clear usage context: 'Designed for KotOR/GhostRigger export folders' and spells out the exact expected folder layout (required mesh FBX, textures subfolder, optional animations subfolder). It lacks explicit when-not-to-use guidance or named alternatives, so it stops short of a 5.

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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