Adastrea-MCP
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TDQS
Scored across 44 tools
Several tools overlap in purpose, such as inspect_blueprint versus get_blueprint_functions/get_blueprint_variables, and generate_documentation versus extract_code_metadata. The descriptions help, but an agent could still hesitate between similar getters and generators. The placeholder get_asset_dependencies also muddies the boundary between real and non-functional tools.
Tool names follow a highly consistent snake_case verb_noun pattern throughout, e.g., get_, create_, update_, delete_, search_, generate_, and execute_. Minor variations like query_, scan_, or inspect_ are still predictable and fit the established style.
With 44 tools, the server far exceeds the 25-tool threshold and feels like a monolithic collection of several distinct Unreal Editor subsystems. Each tool may be individually useful, but the overall surface is too heavy for an agent to navigate efficiently.
The set covers major workflows: project scanning, code search, blueprint inspection, actor templates, code generation, and UE knowledge lookup. However, there are notable gaps such as get_asset_dependencies being explicitly a placeholder, missing blueprint variable/function deletion, no actor destruction, and no component mutation operations.