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set_skeletal_mesh_properties

Set a SkeletalMeshComponent's mesh and materials in a Blueprint. Provide a skeletal mesh asset and optional per-slot material overrides for character armor, clothing, or accessories.

Instructions

Assign a SkeletalMesh asset and/or materials to a SkeletalMeshComponent in a Blueprint.

Use this for character armor pieces, clothing, accessories — any SkeletalMeshComponent that needs a mesh assigned and materials applied (textures).

Args: blueprint_name: Blueprint containing the SkeletalMeshComponent component_name: SCS variable name of the SkeletalMeshComponent skeletal_mesh: Content path to USkeletalMesh asset (e.g. "/Game/Characters/Armor/SK_ChestPlate") material: Shorthand — assign a single material to slot 0 (e.g. "/Game/Materials/M_ArmorBlue") materials: Per-slot list: [{"slot": 0, "material": "/Game/M_Foo"}, {"slot": 1, "material": "/Game/M_Bar"}] Use this when the mesh has multiple material slots.

Returns: Dict with 'success', 'component'

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

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
materialNo
materialsNo
skeletal_meshNo
blueprint_nameYes
component_nameYes

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A4.6/5.0
Behavior4/5

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

With no annotations, the description carries the transparency burden. It discloses the mutation behavior, the material slot semantics ('single material to slot 0' vs. per-slot list), and the return shape. It leaves compile/save/reversibility unstated, but the core behavioral effect is clearly conveyed.

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 well structured and front-loaded: purpose, use case, parameter explanations, return value, knowledge-base pointer, and example. Every section adds operational value and none is redundant with the schema.

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 5-parameter mutation tool with no annotations, all parameters are documented with examples, the output is stated, and a usage example is provided. An agent has enough information to select and invoke the tool correctly without additional lookup.

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%, but the manual Args section fully compensates. It explains each parameter, gives content-path examples, distinguishes the shorthand material parameter from the per-slot materials list, and provides concrete list format examples. This adds substantial meaning beyond the bare schema.

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 first sentence states a concrete action — 'Assign ... to a SkeletalMeshComponent in a Blueprint' — and names the exact resource and asset type. This clearly distinguishes it from sibling tools like set_static_mesh_properties or set_material_on_actor without needing additional context.

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 an explicit intended use case: 'character armor pieces, clothing, accessories — any SkeletalMeshComponent that needs a mesh assigned and materials applied.' It does not explicitly say when not to use it or name an alternative tool, 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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