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Flux-Point-Studios

Unreal Engine MCP Server

manage_game_framework

Create and configure Unreal Engine game framework classes including GameMode, PlayerController, and GameState. Manage match flow, teams, scoring, spawning, and respawn rules.

Instructions

Create GameMode, GameState, PlayerController, PlayerState Blueprints. Configure match flow, teams, scoring, and spawning.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameNoName identifier.
pathNoDirectory path for asset creation.
saveNoSave the asset(s) after the operation.
actionYesGame framework action to perform.
statesNoMatch state definitions.
hudClassNoHUD class path.
locationNoSpawn location.
numTeamsNo
rotationNoSpawn rotation.
teamSizeNo
levelPathNoLevel asset path.
numRoundsNo
pawnClassNoPawn class to use.
roundTimeNo
teamIndexNoTeam index for PlayerStart.
timeLimitNo
scoreLimitNo
autoBalanceNoEnable automatic team balancing.
bPlayerOnlyNoRestrict to players only.
parentClassNoPath or name of the parent class.
friendlyFireNoEnable friendly fire damage.
respawnDelayNo
scorePerKillNoPoints awarded per kill.
bDelayedStartNoWhether to delay match start.
blueprintPathNoBlueprint asset path.
gameStateClassNoGameState class path.
scorePerAssistNoPoints awarded per assist.
spectatorClassNoSpectator pawn class.
allowSpectatingNoAllow spectator mode.
respawnLocationNoWhere players respawn.
usePlayerStartsNoUse PlayerStart actors.
defaultPawnClassNoDefault pawn class for GameMode.
intermissionTimeNo
playerStateClassNoPlayerState class path.
gameModeBlueprintNoPath to GameMode blueprint to configure.
respawnConditionsNoConditions for respawn (e.g., "RoundEnd", "Manual").
scorePerObjectiveNoPoints awarded per objective.
spectatorViewModeNoSpectator view mode.
startPlayersNeededNo
spawnSelectionMethodNoHow to select spawn points.
playerControllerClassNoPlayerController class path.
Behavior2/5

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

The description says 'Create' and 'Configure' which implies mutation, but it doesn't disclose important behavioral traits such as whether existing assets are overwritten, required permissions, error handling, or side effects. Annotations are minimal (all false) and don't add context, so the description carries the burden and fails to provide sufficient transparency.

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 a single sentence with no filler words. It front-loads the core actions and resources, making it easy to scan. It earns its place and is appropriately sized for the tool's complexity.

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 the tool's complexity (41 parameters, 20 actions), the description only covers a few categories and doesn't mention the diverse actions like set_default_pawn_class, configure_round_system, or get_game_framework_info. Without an output schema, the agent lacks context on return values. The description is too high-level to be complete for such a complex tool.

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 78%, so most parameters are already explained in the schema. The description's high-level grouping (match flow, teams, scoring, spawning) maps to some parameters but doesn't add specific meaning beyond what the schema provides. With high coverage, a baseline of 3 is appropriate.

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 states the tool creates GameMode, GameState, PlayerController, and PlayerState Blueprints, and configures match flow, teams, scoring, and spawning. This distinguishes it from sibling tools like manage_blueprint by focusing on game framework elements. However, it doesn't enumerate the full range of 20 actions, leaving some ambiguity about the complete scope.

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 is provided on when to use this tool versus alternatives like manage_blueprint or manage_character. The description implies it's for game framework setup but doesn't mention when it's appropriate or when to use a different tool. There are no exclusions or prerequisites described.

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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