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template_gunshot

Build a gunshot sound system for Unreal Engine: generate a random sequence container, sound variations, pitch randomization, and a trigger event.

Instructions

Create a complete gunshot system: RandomSequenceContainer + Sound children + Event.

Args: weapon_name: Weapon name (used in object naming) num_variations: Number of sound variation slots to create pitch_randomization: Pitch randomization range in cents (stored as note)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
weapon_nameNoRifle
num_variationsNo
pitch_randomizationNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.0.2

TDQS

B3.1/5.0
Behavior2/5

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

No annotations are provided, so the description carries the full behavioral burden. It states what objects are created, but does not disclose whether creation is destructive, overwrites existing objects, requires specific permissions, or what happens if the same weapon_name already 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?

The description is front-loaded with the core action and then lists arguments clearly. It is appropriately sized for the tool, though the Args list format is slightly mechanical rather than fully integrated.

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 and all three parameters are explained, so return values and argument meaning are covered. However, for a no-annotation mutation template tool, the description still leaves out usage guidance, prerequisites, and side-effect behavior, making it minimally adequate but incomplete.

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 description coverage is 0%, so the description must define the parameters, and it does: weapon_name is used in object naming, num_variations controls sound variation slots, and pitch_randomization is a cents range stored as a note. This adds meaningful semantics beyond the schema titles and defaults.

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?

The description gives a specific verb and resource: 'Create a complete gunshot system,' then enumerates the generated pieces (RandomSequenceContainer, Sound children, Event). This clearly distinguishes it from generic object creation, but it does not explicitly differentiate from sibling templates like template_ambient or template_ui_sound.

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?

There is no explicit guidance on when to use this tool versus alternatives, nor any preconditions such as an active Wwise connection. Usage is only implied by the tool name and the word 'gunshot'.

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