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ue_create_anim_blueprint

Create an Anim Blueprint asset bound to a Skeleton. Automates asset generation, while leaving AnimGraph design for manual work in the editor.

Instructions

Crea l'asset Anim Blueprint associato a uno Skeleton.

L'AnimGraph non è raggiungibile da qui (stesso limite del grafo Blueprint): va disegnato a mano nell'Anim Blueprint Editor.

Args: package_path: es. "/Game/MyGame/Characters/Hero". name: es. "ABP_Hero". skeleton_path: Skeleton a cui l'Anim Blueprint è associato. parent_class: nome esposto ai binding Python (default "AnimInstance") o percorso completo di una classe C++ del progetto.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYes
package_pathYes
parent_classNoAnimInstance
skeleton_pathYes
Behavior3/5

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

With no annotations, the description carries the burden. It adds the AnimGraph limitation and parameter details, but doesn't disclose what happens if the asset already exists, whether it overwrites, or what the success/failure response format is. This is a creation/mutation tool, so more behavioral detail would be helpful.

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 useful note about the AnimGraph limitation, and a clear Args list. It is concise, front-loaded, and every sentence adds value.

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 a creation tool with no annotations and no output schema, the description covers the purpose and parameters well, but omits expected return behavior and edge cases like existing assets or validation of skeleton_path. The AnimGraph note adds context, but more completeness is needed.

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 description's Args section provides detailed explanations and examples for each parameter, including the default for parent_class. This fully compensates for the schema's lack of parameter descriptions.

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 clearly states the tool creates an Anim Blueprint asset associated with a Skeleton, using the verb 'Crea' and a specific resource. It distinguishes from generic blueprint creation and sibling tools like ue_create_blueprint by explicitly targeting Anim Blueprint and mentioning the requirement of a skeleton.

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?

It provides a clear limitation: the AnimGraph is not reachable from this tool and must be drawn manually in the Anim Blueprint Editor. This tells the agent when not to expect graph editing capabilities, though it doesn't name alternative tools or explicitly state when to use this versus other creation 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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