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RBG-WebDesign

MCPBridge Server

gameplay_framework_create

Create a complete set of linked gameplay framework Blueprints, automatically wiring GameMode defaults, then compile and save all assets.

Instructions

Create a linked set of gameplay framework Blueprints (GameMode, Pawn or Character, PlayerController, GameInstance, HUD, GameState, PlayerState) named BP_, with the GameMode's class defaults wired to the created pieces. Compiles and saves everything.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pathYesContent directory, e.g. /Game/MyGame/Framework.
piecesNoDefault: game_mode, character, player_controller.
base_nameYesBase name, e.g. 'MyGame'.
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 of behavioral disclosure. It reveals that the tool wires GameMode class defaults, compiles, and saves all created assets, which are important side effects. However, it does not disclose overwrite behavior or failure scenarios, so it is not fully transparent.

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 a single, information-dense sentence followed by a short clause about compile/save. Every part contributes to understanding the tool's core function, naming, wiring, and side effects, with no wasted words.

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?

The description explains the main action and side effects, but it does not specify return values or error handling, which is notable since no output schema exists. It also leaves ambiguity about whether all listed blueprint types are always created or only those specified in the pieces parameter. Overall, adequate but with gaps.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, providing baseline of 3. The description adds extra meaning by explaining the naming convention with base_name and suffix, and clarifying that the pieces parameter determines which blueprints are created and wired. This goes beyond the schema's simple parameter descriptions.

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 clearly states the tool creates a linked set of gameplay framework Blueprints, listing the exact blueprint types involved and the naming convention. This distinguishes it from sibling tools like blueprint_create, which handles single blueprints, and blueprint_build_from_json, which builds from structured data.

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 implies its use case (creating a full gameplay framework with wiring), but it does not explicitly state when to use it versus alternatives or provide any exclusion criteria. No mention of prerequisites or situations where a different tool would be more appropriate.

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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