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Flux-Point-Studios

Unreal Engine MCP Server

animation_physics

Create animation blueprints, blend spaces, montages, state machines, Control Rig, IK rigs, ragdolls, and vehicle physics in Unreal Engine.

Instructions

Create animation blueprints, blend spaces, montages, state machines, Control Rig, IK rigs, ragdolls, and vehicle physics.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
maxNo
minNo
massNo
nameNoName identifier.
timeNo
frameNo
scaleNo3D scale (x, y, z).
valueNoGeneric value (any type).
actionYesAction
lengthNo
enabledNoWhether the item/feature is enabled.
endBoneNoName of the bone.
rigPathNoAsset path (e.g., /Game/Path/Asset).
samplesNo
animPathNoAsset path (e.g., /Game/Path/Asset).
axisNameNo
boneNameNoName of the bone.
locationNo3D location (x, y, z).
meshPathNoMesh asset path.
playRateNo
rotationNo3D rotation (pitch, yaw, roll).
savePathNoPath to save the asset.
slotNameNo
unitTypeNo
actorNameNoName of the actor.
artifactsNo
chainNameNo
curveNameNo
sourcePinNo
startBoneNoName of the bone.
stateNameNo
targetPinNo
notifyNameNo
numSamplesNo
sourceNodeNo
targetNodeNo
controlNameNo
machineNameNo
montageNameNo
parentClassNo
sectionNameNo
vehicleTypeNo
wheelConfigNo
animSequenceNoAsset path (e.g., /Game/Path/Asset).
engineTorqueNo
skeletonNameNo
skeletonPathNoAsset path (e.g., /Game/Path/Asset).
animAssetPathNoAsset path (e.g., /Game/Path/Asset).
blueprintNameNo
ragdollActiveNo
blendSpacePathNoAsset path (e.g., /Game/Path/Asset).
sourceSkeletonNoAsset path (e.g., /Game/Path/Asset).
targetSkeletonNoAsset path (e.g., /Game/Path/Asset).
transitionNameNo
animMontagePathNoAsset path (e.g., /Game/Path/Asset).
dragCoefficientNo
retargetProfileNo
animSequencePathNoAsset path (e.g., /Game/Path/Asset).
retargetSkeletonNoAsset path (e.g., /Game/Path/Asset).
interpolationTypeNo
Behavior2/5

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

The description only says 'Create' and lists asset types, disclosing no side effects, overwrite behavior, dependency requirements, or the wide range of actions (50+ in the enum). Annotations are all false and add no context, so the description carries the full burden but fails to disclose meaningful behavior.

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 one concise sentence with no wasted words. It is front-loaded with the verb and resource list, which is efficient for a high-level summary, though it sacrifices depth.

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

Completeness1/5

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

For a tool with 60 parameters, a required action enum with many values, and no output schema, this description is severely incomplete. It doesn't explain the action parameter, how to execute different creation tasks, what inputs are required for each, or what the result would be. An agent cannot reliably select and invoke the correct operation.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters1/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The description provides zero parameter-level information. With only 40% schema coverage and many generic parameter names like 'value', 'time', and 'mass', the agent gets no help mapping parameters to the various creation workflows. The list of asset types does not correspond to any parameter names or values.

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 states a clear verb 'Create' and lists specific resource types (blueprints, blend spaces, montages, state machines, Control Rig, IK rigs, ragdolls, vehicle physics), which clearly communicates the tool's domain. It doesn't explicitly distinguish from siblings like manage_blueprint or manage_skeleton, but the animation/physics focus is fairly specific.

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 on when to use this tool vs alternatives. There are no prerequisites, exclusions, or alternative tool recommendations, leaving the agent to infer usage from the high-level description alone.

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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