validate
Run structured checks on Unreal Engine projects to verify blueprints, maps, references, naming conventions, and performance budgets. Returns pass/fail with diagnostics and suggested next actions.
Instructions
Assertion and validation tools. Run structured checks that return pass/fail with diagnostics, affected assets, and suggested next actions. Actions: assert_blueprint_compiles, assert_map_clean, assert_no_missing_references, assert_naming_conventions, assert_performance_budget, run_validation_suite, get_validation_report, set_acceptance_criteria, get_acceptance_criteria.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| path | No | Asset path to scan (default: /Game) | |
| genre | No | Game genre (e.g., top-down-shooter, survival, platformer) | |
| action | Yes | Assertion to run. run_validation_suite runs all assertions. set_acceptance_criteria defines the project design contract (genre, perf budget, naming rules). | |
| camera | No | Camera style (e.g., orthographic-top-down, third-person) | |
| replace | No | If true, replace all acceptance criteria instead of merging | |
| platforms | No | Target platforms (Win64, Linux, Mac, etc.) | |
| targetFps | No | Target FPS for performance budget (default: 60) | |
| constraints | No | Hard constraints (e.g., "No marketplace content") | |
| maxMemoryMb | No | Max memory budget in MB | |
| blueprintPath | No | Blueprint path for assert_blueprint_compiles | |
| namingConventions | No | { blueprintPrefix, materialPrefix, texturePrefix, ... } | |
| performanceBudget | No | { targetFps, maxMemoryMb, maxDrawCalls, maxTriangleCount } |