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setup_full_save_load_system

Sets up a complete round-persistence save/load system in Unreal Engine by creating a SaveGame Blueprint, character variables, and SaveRound/LoadRound macros.

Instructions

Set up the complete save/load system as described in Ch. 11.

Creates:

  1. BP_SaveInfo SaveGame Blueprint with Round variable

  2. Variables in character BP: CurrentRound, SaveInfoRef, SaveSlotName

  3. SaveRound macro (check validity, create if new, set round, save to slot)

  4. LoadRound macro (check if exists, load, cast, store reference)

This mirrors the complete round-persistence system from the book.

Args: character_blueprint: Player character Blueprint name save_blueprint_name: SaveGame Blueprint to create save_variables: Variables for the save game (default: [{Round: Integer}]) slot_name: Save file slot name string

KB: see knowledge_base/17_GAME_SYSTEMS_COOKBOOK.md#overview Example: setup_full_save_load_system()

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
slot_nameNoSaveGameFile
save_variablesNo
character_blueprintNoBP_FirstPersonCharacter
save_blueprint_nameNoBP_SaveInfo

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 full disclosure burden, and it does well by listing the exact side effects: creating BP_SaveInfo, adding three character BP variables, and building SaveRound/LoadRound macros with described internal behaviors. It does not mention whether existing assets get overwritten or whether the character Blueprint must already exist, but the artifact list is specific enough to make the main behavior visible.

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: a one-sentence purpose, a numbered list of created components, labeled args, a KB pointer, and an example. Every section earns its place, and the most important behavioral details are front-loaded before the parameter documentation.

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 covers the tool's output artifacts, parameter meanings, defaults, a KB reference, and a no-arg example, which is sufficient for a high-level setup tool. It could be more complete by stating prerequisites (e.g., the character Blueprint must already exist) and whether the operation overwrites existing save-system assets, but the provided information is largely enough to invoke it correctly.

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?

Schema description coverage is 0%, so the description must compensate, and it does: all four parameters get a one-line meaning, including defaults for character_blueprint, save_blueprint_name, save_variables, and slot_name. The main gap is that the exact structure of save_variables is only shown via a default example [{Round: Integer}], leaving some ambiguity about how callers should express custom variable definitions.

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 action ('Set up the complete save/load system') and enumerates the concrete artifacts it creates: a SaveGame Blueprint, character BP variables, and save/load macros. This clearly distinguishes it from granular sibling tools like add_save_game_to_slot_node or create_savegame_blueprint by emphasizing the complete, multi-part setup.

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 description implies use when the full round-persistence system from Ch. 11 is needed, and the 'complete' phrasing suggests it replaces manual assembly of individual save/load nodes. However, it does not explicitly state when to prefer this over the many granular sibling tools, nor does it mention exclusions such as 'use create_savegame_blueprint if you only need the SaveGame asset.'

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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