ue5-gameplay-mcp
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TDQS
Scored across 16 tools
Each tool targets a distinct interaction mode: connection, observation, state, input (pad/key/mouse/UI), logging, console, time scaling, and focus. Even overlapping actions like game_mouse vs game_ui_click are explicitly differentiated by target (screen coordinates vs widget tree) and fallback behavior.
All tools follow the predictable 'game_' prefix with an action verb (connect, log, observe, state, pad, key, mouse, console). The sub-group 'game_ui_*' maintains consistency with a clear sub-domain. No mixed conventions or vague verbs.
16 tools is slightly above the ideal 3-15 range but fully justified for a comprehensive UE5 gameplay API covering connection, observation, multiple input methods, UI interaction, and convenience utilities. Each tool serves a clear practical purpose.
The surface covers the full cycle: connect, observe (screenshot/state), act (pad/key/mouse/UI), read logs, wait for conditions, adjust time scale, and reset input. No obvious dead ends or missing operations for controlling a game; even edge cases like UI failure have explicit fallback guidance.