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Flux-Point-Studios

Unreal Engine MCP Server

manage_inventory

Create and configure Unreal Engine inventory systems: item data assets, components, world pickups, loot tables, and crafting recipes.

Instructions

Create item data assets, inventory components, world pickups, loot tables, and crafting recipes.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
iconNoPath to icon texture.
meshNoPath to mesh asset.
nameNoName of the asset to create.
pathNoDirectory path for asset creation.
saveNoSave the asset(s) after the operation.
tagsNoGameplay tags for item categorization.
slotsNoEquipment slot definitions.
tiersNoQuality tier definitions.
valueNo
actionYesInventory action to perform.
folderNoPath to a directory.
promptNoPrompt text.
rarityNoItem rarity tier.
weightNo
bobbingNoEnable bobbing animation.
recipesNoRecipe paths for crafting station.
itemPathNoPath to item data asset.
meshPathNoMesh asset path.
rotationNoEnable rotation animation.
slotSizeNoSize of each slot (for grid inventory).
actorPathNoPath to actor Blueprint for loot drop.
craftTimeNoTime in seconds to craft.
dropCountNoNumber of drops to roll.
dropForceNoPhysics force applied to drops.
maxWeightNo
slotCountNo
stackSizeNo
conditionsNoConditions for loot entry (gameplay tag expressions).
dropRadiusNoRadius for scattered drops.
glowEffectNoEnable glow effect.
lootWeightNoWeight for drop chance calculation.
pickupPathNoPath to pickup actor Blueprint.
recipePathNoPath to crafting recipe asset.
replicatedNoWhether to replicate.
descriptionNo
displayNameNo
ingredientsNoRequired ingredients with quantities.
maxQuantityNoMaximum drop quantity.
minQuantityNoMinimum drop quantity.
parentClassNoPath or name of the parent class.
pickupSoundNoSound cue for pickup.
respawnTimeNoRespawn time in seconds.
respawnableNo
stationTypeNoType of crafting station.
categoryIconNoIcon texture for category.
categoryPathNoPath to item category asset.
itemDataPathNoPath to item data asset.
abilityGrantsNoGameplay abilities granted when equipped.
allowStackingNoAllow items to stack.
blueprintPathNoBlueprint asset path.
componentNameNoName of the component.
lootTablePathNoPath to loot table asset.
meshComponentNoComponent name for equipment mesh.
requiredLevelNoRequired player level.
respawnEffectNoNiagara effect for respawn.
statModifiersNoStat modifiers when equipped.
attachToSocketNoAttach mesh to socket when equipped.
interactionKeyNoInput action for pickup (if type is Key/Hold).
outputItemPathNoPath to item produced by recipe.
outputQuantityNoQuantity produced.
parentCategoryNoParent category path.
passiveEffectsNoPassive gameplay effects when equipped.
pickupParticleNoParticle effect on pickup.
requiredSkillsNoRequired skill tags.
slotCategoriesNoAllowed item categories per slot.
guaranteedDropsNoItem paths that always drop.
interactionTypeNoHow player picks up item.
requiredStationNoRequired crafting station type.
customPropertiesNoCustom key-value properties for item.
slotRestrictionsNoPer-slot category restrictions.
unlockConditionsNoConditions to unlock recipe.
highlightMaterialNoMaterial for highlight effect.
interactionRadiusNoRadius for pickup interaction.
animationOverridesNoAnimation overrides (slot -> anim asset).
replicationConditionNoReplication condition for inventory.
Behavior2/5

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

The description only restates a creation-oriented summary and adds no behavioral context beyond the annotations. It does not mention that most operations modify existing assets, that the `action` parameter determines behavior, or what side effects to expect. The annotations already declare non-read-only, so no contradiction exists, but the description contributes little.

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 a single sentence with no filler, but it is too sparse for a tool with 75 parameters and 28 action modes. It is under-specified rather than effectively concise; a brief enumeration of action categories or a note about the required `action` would be more useful.

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?

For a tool this complex—75 parameters, no output schema, multiple nested objects, and a required action enum—the one-line description is inadequate. It does not explain return values, state changes, or the need to choose an `action`, leaving significant gaps for an agent to infer.

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 89%, so the schema mostly carries parameter meaning. The description lists high-level resource categories but does not map them to the many parameters (e.g., `action`, `itemPath`, `lootTablePath`, `ingredients`). It also does not clarify that `action` is required and drives which parameters are relevant.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose3/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description names specific resources ('item data assets, inventory components, world pickups, loot tables, and crafting recipes') and uses a verb ('Create'), but the tool's required `action` parameter supports 28 distinct actions, many of which are non-creative (e.g., 'set_item_properties', 'configure_inventory_slots', 'get_inventory_info'). This understates the tool's actual scope and could mislead an agent into thinking it is only for creation.

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 provided about when to use this tool versus alternatives like manage_asset, manage_blueprint, or other sibling tools. The description does not mention conditions, prerequisites, or situations where a different tool should be chosen.

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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