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JulianIrigoyen

ascent-unreal-mcp

unreal_apply_material_to_actor

Apply a material to a designated slot on an actor's static mesh in a map and save. Dry-run validates before mutating; refuses with an open editor unless explicitly allowed to avoid conflicts.

Instructions

Assign a material to a slot on a named actor's static mesh component in one map, then save. Mutating: refuses while an editor is open unless allowWithEditorOpen.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
mapYes
slotNo
dryRunNo
materialYes
actorLabelYes
timeoutSecondsNo
allowWithEditorOpenNo
Install Server

TDQS

A3.9/5.0
Behavior4/5

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

With no annotations provided, the description carries the full burden. It clearly labels the operation as mutating, discloses the editor-open refusal behavior, and mentions the save side effect. It does not, however, explain that dryRun defaults to true, which could prevent actual mutation.

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 two sentences with no filler. The core action is front-loaded, and the critical behavioral guard is placed in a separate, easily parsed sentence.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 7-parameter mutation tool with no output schema and no annotations, the description is not fully self-sufficient. It omits dryRun semantics, timeout behavior, and what the tool returns or verifies after saving. The editor-open guard is helpful, but a crucial default behavior is missing.

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 0%, so the description must compensate. It gives meaning to map, actorLabel, material, slot, and allowWithEditorOpen, but leaves dryRun and timeoutSeconds unexplained. dryRun is especially important because it defaults to true and directly affects whether the mutation happens.

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

Purpose5/5

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

The description uses a specific verb and resource chain: assign a material to a slot on a named actor's static mesh component in a single map, then save. This clearly distinguishes it from siblings like unreal_set_actor_properties or unreal_spawn_actors.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description gives context by noting the operation targets one map and requires the editor to be closed unless allowWithEditorOpen is set. However, it never explicitly states when to prefer this tool over alternatives such as unreal_set_actor_properties or unreal_create_material_instance, so usage guidance is only implied.

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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