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get_unreal_target

Read-onlyIdempotent

Retrieves the locally saved Unreal project, skeleton, mesh, and destination used by the studio so MCP clients can target the same assets for export or handoff.

Instructions

Read the same locally saved Unreal project, skeleton, mesh and destination used by the studio.

Input Schema

NameRequiredDescriptionDefault

No arguments

Output Schema

NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

B3.1/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already declare readOnly, idempotent, non-destructive and closed-world, so the safety profile is covered. The description adds that the values are locally saved and studio-shared, which is mild extra context, but it says nothing about failure behavior when no saved target exists.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

A single front-loaded sentence with no filler. It is slightly awkward in phrasing ("the same ... used by the studio") which costs a point on clarity rather than length.

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 output schema covers return values and the annotations cover safety, so the essentials are present for a trivial zero-arg getter. Still, the description leaves open what "the same" refers to and whether the result is a fallback default or an error when unset.

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?

Zero parameters, so there is nothing to disambiguate; baseline 4 applies. The description correctly implies the tool takes no arguments and returns the persisted target configuration.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose3/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a read of a saved Unreal target (project, skeleton, mesh, destination), so the resource is identifiable. However, "the same ... used by the studio" is vague (same as what?) and it gives no way to distinguish this from siblings like get_workspace_state, get_unreal_report, or save_unreal_target.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

No guidance on when to call this instead of get_workspace_state, prepare_unreal_handoff, or save_unreal_target. No prerequisites, no mention of what happens when no target has been saved yet.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.