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import_static_mesh

Import 3D models (FBX, OBJ, glTF, GLB) into UE5 Content Browser as Static Meshes, configuring mesh merging, lightmap UVs, collision, materials, and textures.

Instructions

Import a 3D model as a Static Mesh into UE5 Content Browser.

Supports FBX, OBJ, glTF (.gltf), and GLB (.glb) formats. For glTF/GLB files UE5's Interchange Framework handles import automatically — FBX options are not applied but all other parameters still work.

Args: file_path: OS path on UE5 machine (e.g. "C:/Models/table.fbx") destination_path: Content Browser destination (default "/Game/Meshes/") combine_meshes: Merge all meshes into one asset (default True) generate_lightmap_uvs: Auto-generate UV channel 1 for lightmaps (default True) auto_generate_collision: Create simple collision hull (default True) import_materials: Import materials embedded in the file (default True) import_textures: Import textures embedded in the file (default True)

Returns: JSON string with StructuredResult — outputs on success: { "success": true, "stage": "import_static_mesh", "outputs": { "asset_path": "/Game/Meshes/SM_Table", "asset_type": "StaticMesh", "poly_count": -1 }, "warnings": [], "errors": [], "log_tail": [] }

KB: see knowledge_base/31_GENERATIVE_CONTENT_PIPELINE.md#overview Example: import_static_mesh(file_path="/Game/MCP_Test/Example")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
file_pathYes
combine_meshesNo
import_texturesNo
destination_pathNo/Game/Meshes/
import_materialsNo
generate_lightmap_uvsNo
auto_generate_collisionNo

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?

With no annotations, the description carries the behavioral burden and mostly carries it: it discloses the static-mesh import side effect, a format-specific caveat (glTF/GLB bypass FBX options), and the exact JSON return shape. It does not discuss duplicate-overwrite behavior or error cases, but the coverage is strong.

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 front-loaded and organized into format, caveat, Args, Returns, KB, and Example sections. It is somewhat long but justifiable given seven parameters and no schema descriptions; the misleading example using a /Game path for file_path keeps it from a 5.

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?

The description includes supported formats, a per-format caveat, parameter semantics, and a concrete return contract, making it quite complete for an import tool. It lacks explicit notes on what happens when an asset at destination_path already exists, and the example conflicts with the file_path guidance.

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 property descriptions are absent (0% coverage), so the Args section fully compensates by explaining all seven parameters in plain language, including defaults and the OS-path vs Content-Browser-path distinction. This is substantial added meaning beyond the bare schema titles.

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?

Description states a specific verb+resource: 'Import a 3D model as a Static Mesh into UE5 Content Browser.' It also lists supported formats (FBX, OBJ, glTF, GLB) and the target asset type, which distinguishes it from sibling import tools like import_skeletal_mesh.

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: static-mesh imports with common 3D formats. However, there is no explicit when-to-use-versus-alternatives guidance, no mention of prerequisites such as file existence, and no reference to import_skeletal_mesh or batch_import_folder.

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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