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JulianIrigoyen

ascent-unreal-mcp

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    TDQS

    A3.6/5.0

    Scored across 20 tools

    Disambiguation4/5

    Most tools are cleanly separated by resource and action: actor probes/setters, asset probes/setters, imports, screenshots, and UDS/weather tools. The only likely confusion is between the generic unreal_probe_actor and the UDS-specialized uds_inspect_level for sky/weather actors, and between unreal_screenshot and weather_capture_phase_stills; detailed descriptions minimize misselection.

    Naming Consistency3/5

    The set is consistently snake_case and mostly uses an action-first pattern with an unreal_ prefix. However prefixes vary (uds_, ascent_, weather_, anim_), 'unreal_asset_probe' reverses the verb-noun order of 'unreal_probe_actor', and 'unreal_screenshot'/'ascent_unreal_status' are noun-like rather than verb-first, making the pattern readable but not uniform.

    Tool Count3/5

    20 tools is at the high end for an MCP server and feels heavy, but the surface spans several subdomains: asset registry, actor editing, import pipeline, UDS/weather, screenshots, and animation audit. The count is defensible but borderline.

    Completeness4/5

    The set covers the main asset and actor lifecycles: discover, probe, set, spawn/import, create material instances, duplicate maps, snapshot levels, and verify mutations. Gaps like generic asset/actor deletion and new-map creation exist, but tag-based cleanup and the script/verify escape hatches make them workable.

    Maintenance

    ActivityMaintained
    ResponsivenessNo issues