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Flux-Point-Studios

Unreal Engine MCP Server

manage_combat

Create and configure combat systems in Unreal Engine, including weapons, hitscan/projectile firing, damage types, hitboxes, reload, and melee mechanics with combos, parry, and block.

Instructions

Create weapons with hitscan/projectile firing, configure damage types, hitboxes, reload, and melee combat (combos, parry, block).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameNoName identifier.
pathNoDirectory path for asset creation.
rangeNo
actionYesCombat action to perform
adsFovNoFOV when aiming.
spreadNo
maxAmmoNo
adsSpeedNoTime to aim down sights.
ammoTypeNoAmmo type identifier.
fireRateNo
recoilYawNoHorizontal recoil (degrees).
adsEnabledNoEnable aim down sights.
baseDamageNo
hitboxSizeNoHitbox dimensions.
hitboxTypeNoHitbox collision shape.
reloadTimeNo
recoilPitchNoVertical recoil (degrees).
tracerSpeedNoTracer travel speed.
magazineSizeNo
startingAmmoNo
switchInTimeNoTime to equip weapon.
traceChannelNoTrace channel for hitscan.
blueprintPathNoBlueprint asset path.
bounceEnabledNoEnable projectile bouncing.
damageImpulseNoImpulse applied on hit.
homingEnabledNoEnable homing behavior.
maxComboCountNoMaximum combo length.
shellLifespanNoShell casing lifetime.
shellMeshPathNoPath to shell casing mesh.
spreadPatternNoSpread pattern type.
switchOutTimeNoTime to unequip weapon.
damageCategoryNoDamage category.
damageTypeNameNoName for damage type.
hitboxBoneNameNoBone name for hitbox.
hitscanEnabledNoEnable hitscan firing.
parryWindowEndNoParry window end time (normalized).
recoilRecoveryNoRecoil recovery speed.
spreadIncreaseNoSpread increase per shot.
spreadRecoveryNoSpread recovery rate.
weaponMeshPathNoPath to weapon static/skeletal mesh.
attachmentSlotsNoAttachment slot definitions.
collisionRadiusNo
comboAnimationsNoPaths to combo attack animations.
comboWindowTimeNoTime window for combo input.
homingTargetTagNoTag for homing targets.
impactDecalPathNoPath to impact decal.
impactSoundPathNoPath to impact sound.
muzzleSoundPathNoPath to firing sound.
projectileClassNoProjectile class path.
projectileSpeedNo
blockStaminaCostNoStamina cost per blocked hit.
damageMultiplierNoDamage multiplier for this hitbox.
hitPauseDurationNoHitstop duration in seconds.
isDamageZoneHeadNoMark as headshot zone.
meleeTraceRadiusNoSphere trace radius.
muzzleFlashScaleNoMuzzle flash scale.
muzzleSocketNameNoMuzzle socket name.
parryWindowStartNoParry window start time (normalized).
meleeTraceChannelNoTrace channel for melee.
criticalMultiplierNoCritical hit damage multiplier.
ejectionSocketNameNoShell ejection socket name.
headshotMultiplierNoHeadshot damage multiplier.
hitReactionMontageNoPath to hit reaction montage.
homingAccelerationNoHoming turn rate.
impactParticlePathNoPath to impact particle.
parryAnimationPathNoPath to parry animation.
projectileLifespanNo
projectileMeshPathNoPath to projectile mesh.
shellEjectionForceNoShell ejection impulse.
tracerParticlePathNoPath to tracer particle.
adsSpreadMultiplierNoSpread multiplier when aiming.
bounceVelocityRatioNoVelocity retained on bounce (0-1).
hitReactionStunTimeNoStun duration on hit.
meleeTraceEndSocketNoSocket for trace end.
reloadAnimationPathNoPath to reload animation.
blockDamageReductionNoDamage reduction when blocking (0-1).
hitPauseTimeDilationNoTime dilation during hitstop.
weaponTrailEndSocketNoTrail end socket.
attachmentSocketNamesNoList of attachment socket names.
meleeTraceStartSocketNoSocket for trace start.
switchInAnimationPathNoPath to equip animation.
projectileGravityScaleNo
switchOutAnimationPathNoPath to unequip animation.
weaponTrailStartSocketNoTrail start socket.
muzzleFlashParticlePathNoPath to muzzle flash particle.
weaponTrailParticlePathNoPath to weapon trail particle.
Behavior2/5

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

The annotations are all false (readOnlyHint, destructiveHint, etc.), providing no safety or side-effect profile. The description does not disclose potential destructive actions, prerequisites, or consequences of creating/overwriting combat configs, which is significant for a mutation tool.

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?

One sentence covering key capabilities with no redundancy. It is front-loaded and efficient, though it could be slightly more structured to list actions.

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

Completeness2/5

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

Given 86 parameters, 39 actions, and no output schema, the description is insufficient. It doesn't explain how to invoke actions, what the required 'action' parameter means, or what the tool returns. Agents would struggle to understand request composition despite the schema.

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

Parameters3/5

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

Schema description coverage is high (86%), so the schema already documents most parameters. The description adds broad thematic context (hitscan, melee) but doesn't detail any specific parameter relationships or requirements, so it meets baseline 3.

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 uses specific verbs 'create' and 'configure' and names concrete combat resources (weapons, damage types, hitboxes, reload, melee). It clearly distinguishes from siblings like manage_asset or manage_blueprint by focusing on combat mechanics, though it is broad and could be more 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 explicit guidance on when to use this tool versus alternatives. It doesn't mention exclusions or prior steps. The intended usage is only implied by the tool name and description summary.

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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