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unreal-engine-mcp

by harn3ss

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    TDQS

    B3.4/5.0

    Scored across 35 tools

    Disambiguation5/5

    Every tool has a clearly distinct purpose, covering different aspects of Unreal Engine (assets, actors, levels, scripting, remote control, automation, etc.). No overlapping or ambiguous tool pairs.

    Naming Consistency5/5

    All tools follow a consistent verb_noun pattern with snake_case, e.g., asset_exists, create_blueprint, spawn_actor. Even the rc_ prefix group is consistent within itself.

    Tool Count5/5

    35 tools is well-scoped for the complex domain of Unreal Engine. Each tool covers a necessary operation without being overly granular or missing critical functionality.

    Completeness4/5

    The tool set covers most common workflows (CRUD for assets/actors, level management, scripting, automation). Minor gaps exist (e.g., no direct material editing UI tools, no sequencer controls) but Python execution can bridge these.

    Maintenance

    ActivityStale
    ResponsivenessSyncing