ue-bridge
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TDQS
Scored across 26 tools
Each tool targets a distinct operation: object discovery, property inspection, function calling, stream management, snapshotting, and batch execution are clearly separated. Even similar tools like find_object/find_objects and inspect_object/snapshot_object/diff_object have well-defined boundaries.
The set predominantly follows a verb_noun underscore pattern such as list_types, get_property, watch_property, and forget_snapshot. A few outliers like bridge_status, world_info, targeted_actor, and batch break the pattern slightly but do not create real confusion.
26 tools is above the typical well-scoped range, but the server covers a broad UE4SS bridge domain including object discovery, property access, function invocation, event streams, snapshots, and batching. Each tool serves a distinct purpose, and batch is a convenience wrapper rather than redundant functionality.
The tool surface covers the full lifecycle of working with a live UE4SS game: inspecting state, reading/writing properties, calling functions, executing console/eval commands, watching changes, hooking functions, snapshotting/diffing, and recovering via reload_mod. There are no obvious dead ends for the stated purpose.