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make_actor_vr_grabbable

Add a GrabComponent to a Blueprint Actor so it can be grabbed in VR. Configure grab type, physics, and component name for interaction.

Instructions

Make a Blueprint Actor grabbable in VR by adding a GrabComponent.

From Ch. 16: To make any Actor grabbable, add GrabComponent and set Mobility to Movable on the root mesh. The VRPawn's InputAction GrabLeft/Right uses a sphere trace near the motion controller to find GrabComponents.

Args: blueprint_name: Blueprint to make grabbable grab_type: Grab type ("Free", "Snap", "None", "Custom") grab_component_name: Name for the GrabComponent simulate_physics: Enable physics simulation for realistic grabbing

KB: see knowledge_base/10_WORLD_BUILDING.md#overview Example: make_actor_vr_grabbable(blueprint_name="/Game/MCP_Test/BP_Example")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
grab_typeNoFree
blueprint_nameYes
simulate_physicsNo
grab_component_nameNoGrabComponent

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

B3.3/5.0
Behavior3/5

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

No annotations are provided, so the description carries the full disclosure burden. It clearly reveals the mutation (adds a GrabComponent) and mentions the Mobility-to-Movable requirement. However, it does not state what happens to an existing GrabComponent, whether the blueprint is compiled or saved, or failure behavior. This is adequate but incomplete for a blueprint-modifying operation.

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: purpose, background, Args, KB pointer, and example. Nothing is wasteful, though the 'From Ch. 16' background is helpful context rather than strictly invocation-critical information.

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

Completeness3/5

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

For an additive mutation with an output schema, the description covers purpose, all parameters, and points to a KB reference. Missing pieces are prerequisites such as the need for a root mesh, behavior on name collisions with existing components, and post-conditions like compilation or saving. These are relevant for an agent modifying a Blueprint safely.

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?

The schema has 0% description coverage, but the Args block compensates by explaining all four parameters, including enum values for grab_type and a concrete example. It adds real meaning beyond the bare schema, though blueprint_name path syntax could be more precise.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

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: 'Make a Blueprint Actor grabbable in VR by adding a GrabComponent.' It clearly explains what the tool does. It does not explicitly distinguish itself from the sibling create_grab_component, so it misses the top bar for sibling differentiation.

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

Usage Guidelines2/5

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

No guidance is given about when to use this tool versus alternatives like create_grab_component, or when not to use it. The VRPawn sphere trace context explains why the tool exists but does not help an agent choose between this and related tools.

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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