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focus_editor_camera

Frame a specific actor in the Unreal Editor viewport camera to center it for inspection. Optionally limit the camera move to the active viewport only.

Instructions

Frame an actor in the Unreal Editor viewport camera.

Args: actor: Actor label, object name, or full path returned by find_actor. active_viewport_only: When true, move only the active viewport camera.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
actorYes
active_viewport_onlyNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.0.2

TDQS

A3.5/5.0
Behavior3/5

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

No annotations exist, so the description carries the full burden. It does disclose the key behavioral knob (active_viewport_only moves only the active viewport camera) and that it targets the editor viewport rather than the game, but it omits whether an editor connection is required and whether the change is transient or persisted.

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?

Front-loaded purpose sentence followed by a tight Args block with no filler. Slightly formal structure but every line earns its place.

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?

An output schema exists so return values need no explanation, and both parameters are documented. What is missing for a viewport-mutating tool is context about prerequisites (e.g., needing ue5_connect first) and persistence, so it is adequate but not complete.

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 0%, so the description must compensate, and it does: actor accepts a label, object name, or full path, and active_viewport_only is explained as restricting the move to the active viewport. Only the default value and boolean false-case are left to the schema.

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

Purpose4/5

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

Specific verb+resource: 'Frame an actor in the Unreal Editor viewport camera.' An agent immediately knows this changes camera framing on a named actor. It does not differentiate itself from the nearby sibling set_view_target, which could plausibly be confused with this operation.

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?

Usage is only implied through the workflow hint that the actor value comes from find_actor, which is genuinely helpful routing. There is no statement of when to prefer this over set_view_target, nor any precondition such as requiring an active editor connection.

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