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Flux-Point-Studios

Unreal Engine MCP Server

manage_effect

Destructive

Create, configure, and control Unreal Engine visual effects: Niagara systems, emitters, debug shapes, and GPU simulations.

Instructions

Niagara particle systems, VFX, debug shapes, and GPU simulations. Create systems, emitters, modules, and control particle effects.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
meshNoMesh asset path.
nameNoName identifier.
nodeNo
timeNo
typeNo
colorNo
countNo
resetNo
scaleNo3D scale (x, y, z).
shapeNo
toPinNoName of the target pin.
valueNoGeneric value (any type).
widthNo
actionYesEffect/Niagara action to perform.
effectNoAsset path (e.g., /Game/Path/Asset).
presetNo
radiusNo
systemNoAsset path (e.g., /Game/Path/Asset).
toNodeNo
densityNo
emitterNo
enabledNo
fromPinNoName of the source pin.
payloadNo
sizeMaxNo3D location (x, y, z).
sizeMinNo3D location (x, y, z).
attachToNo
durationNo
effectIdNo
fromNodeNo
inputPinNoName of the target pin.
locationNo3D location (x, y, z).
materialNoMaterial asset path.
rotationNo3D rotation (pitch, yaw, roll).
savePathNoPath to save the asset.
sizeModeNo
speedMaxNo
speedMinNo
strengthNo
templateNo
actorNameNoName of the actor.
assetPathNoAsset path (e.g., /Game/Path/Asset).
colorModeNo
conditionNo
eventNameNoName of the event.
forceTypeNo
intensityNo
lightTypeNo
loopCountNo
outputPinNoName of the source pin.
paramNameNo
paramTypeNo
shapeTypeNo
spawnRateNo
stageNameNo
stageTypeNo
timeoutMsNo
attributesNo
effectTypeNo
impactTypeNo
moduleNameNo
offsetModeNo
ribbonPathNoAsset path (e.g., /Game/Path/Asset).
scatteringNo
staticMeshNoMesh asset path.
systemNameNo
systemPathNoAsset path (e.g., /Game/Path/Asset).
emitterNameNo
gradientEndNo
lightRadiusNo
sourceActorNo
surfaceTypeNo
accelerationNo3D location (x, y, z).
effectHandleNo
loopBehaviorNo
offsetAmountNo
queryChannelNo
skeletalMeshNoMesh asset path.
updateScriptNo
velocityModeNo
collisionModeNo
gradientStartNo
killConditionNo
niagaraHandleNo
parameterNameNoName of the parameter.
parameterTypeNo
unitsPerSpawnNo
audioComponentNo
lightIntensityNo
receiverScriptNo
collisionRadiusNo
emitterTemplateNoAsset path (e.g., /Game/Path/Asset).
splineComponentNo
Behavior2/5

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

Annotations indicate destructiveHint=true, but the description only mentions 'create' and 'control', which downplays the destructive actions (e.g., cleanup, remove_niagara_node, clear_debug_shapes) possible via the action enum. The description adds no context about side effects, mutability, or destructive potential.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is brief (two sentences) and front-loaded with key domain terms, but it is under-specified for a tool with this complexity. It lacks structure (e.g., bullet points or an overview of actions) and feels more like an incomplete summary than a well-crafted description.

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?

Given the tool's enormous parameter surface (93 params), a large action enum (60+ values), and no output schema, the two-sentence description is wholly inadequate. It does not explain how to use actions, what parameters each action requires, expected outputs, or side effects, making it difficult for an agent to use correctly.

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?

With 93 parameters and only 29% schema description coverage, the description must compensate by explaining parameter roles or groupings. It does not. It only mentions high-level concepts (systems, emitters, modules) without mapping to any actual parameter names or action-specific requirements.

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 clearly identifies the tool's domain as Niagara particle systems, VFX, debug shapes, and GPU simulations, using specific verbs like 'create' and 'control'. It distinguishes itself from sibling tools by its focus on effects/particles, and is not a tautology.

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 provides clear context that this tool is for particle systems and VFX, making it obvious when to use it. It does not explicitly exclude alternatives, but the domain is specific enough that the agent can infer appropriate usage from the stated purpose.

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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