ascent-unreal-mcp
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TDQS
Scored across 20 tools
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.
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.
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.
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.