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erhansiraci

Unreal Engine MCP Server

by erhansiraci

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    TDQS

    A4/5.0

    Scored across 22 tools

    Disambiguation4/5

    Most tools have clearly distinct purposes (property reading/writing, function calling, actor management, level operations, asset search). The only slight overlap is between ue_ping and ue_get_api_info, both providing connectivity/info, but their descriptions make the difference clear.

    Naming Consistency5/5

    All tool names follow a consistent ue_verb_noun pattern (e.g., ue_get_property, ue_spawn_actor, ue_open_level). The naming is uniform, lowercase, and snake_case, with no mixed conventions or ambiguous verbs.

    Tool Count4/5

    22 tools is slightly above the typical 15-tool threshold, but the breadth is justified by the wide scope of Unreal Engine automation. The count feels appropriate for editor control, object inspection, asset handling, and level management without being bloated.

    Completeness4/5

    Core workflows are covered: inspecting objects, reading/writing properties, calling functions, managing actors (list, select, spawn, destroy, transform), level operations (open, save, current, save all), asset search/metadata, and editor utilities (console, PIE). Minor gaps exist, such as no explicit undo/redo or asset creation, but the surface is well-rounded for typical automation.

    Maintenance

    ActivityInactive
    ResponsivenessNo issues