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set_component_parent_socket

Attach a Blueprint component to a named bone or socket on its parent skeletal mesh to fix armor or accessory placement so it follows the character animation.

Instructions

Attach a Blueprint component to a named bone/socket on its parent SkeletalMeshComponent.

This is the correct way to make armor pieces "snap" to the right place on a character. Instead of manually tweaking relative transforms, you attach the armor SCS node to a specific bone socket (e.g. "hand_r", "spine_01", "head") and UE5 positions it automatically following skeleton animation.

Common bone socket names (UE5 Mannequin): "pelvis", "spine_01", "spine_02", "spine_03", "clavicle_l", "upperarm_l", "lowerarm_l", "hand_l", "clavicle_r", "upperarm_r", "lowerarm_r", "hand_r", "neck_01", "head", "thigh_l", "calf_l", "foot_l", "ball_l", "thigh_r", "calf_r", "foot_r", "ball_r"

Args: blueprint_name: Blueprint to modify component_name: SCS variable name of the child armor/accessory component parent_socket: Bone or socket name to attach to (e.g. "hand_r") parent_component: (optional) SCS variable name of the SkeletalMeshComponent to attach to. If omitted, only the socket name is updated on the current parent.

Returns: Dict with 'success', 'component', 'parent_socket'

KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: set_component_parent_socket(blueprint_name="/Game/MCP_Test/BP_Example", component_name="ExampleComponent", parent_socket="Example")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
parent_socketYes
blueprint_nameYes
component_nameYes
parent_componentNo

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 it does so well: it explains that UE5 positions the component automatically following skeleton animation, and it discloses that omitting parent_component only updates the socket name on the current parent. It does not cover edge cases or prerequisites, but the core behavioral traits are clearly stated.

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 longer than average, but each section earns its place: purpose, context, common socket names, argument explanations, return format, KB reference, and example. The socket-name list is somewhat extensive but directly useful for selecting a valid parent_socket 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 mutation tool with no annotations, the description provides the essential invocation details, parameter meanings, common values, optional-parameter behavior, return shape, and an example. It could be more complete by describing error conditions or prerequisites, but the agent has enough guidance to select and call the tool correctly.

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%, and the description fully compensates by explaining every parameter: blueprint_name, component_name, parent_socket, and the optional parent_component with its omission behavior. It also provides concrete example values, including a list of common UE5 Mannequin socket names, which adds significant practical meaning beyond the bare schema.

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: 'Attach a Blueprint component to a named bone/socket on its parent SkeletalMeshComponent.' It clearly identifies what the tool does and its intended use for attaching armor pieces to skeleton sockets. It does not name or explicitly contrast a sibling tool, but the behavior is distinctive enough that an agent can infer when it applies.

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: it is 'the correct way to make armor pieces snap to the right place,' and it contrasts with manually tweaking relative transforms. This tells an agent when the tool is appropriate. It does not explicitly list exclusions or alternative tool names, but the context is strong.

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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