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create_static_mesh_actor

Add static mesh actors to an Unreal Engine level using simple text parameters for mesh type, location, rotation, scale, and color.

Instructions

Create a new static mesh actor in the Unreal Engine level using a simpler approach.

Parameters:

  • kwargs: String containing parameters as key=value pairs or JSON object Example: "actor_label=Cube mesh_type=CUBE location=0,0,0"

Supported parameters:

  • actor_label/name: Name for the actor

  • mesh_type: One of CUBE, SPHERE, CYLINDER, PLANE, CONE

  • location: x,y,z location coordinates

  • rotation: pitch,yaw,roll rotation in degrees

  • scale: x,y,z scale factors. 1 means same scale (100%)

  • color: r,g,b color values (0.0-1.0)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
kwargsYes

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes
Behavior2/5

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

With no annotations provided, the description carries full burden; it only states creation and lists parameters but does not disclose side effects, authorization needs, error behavior, or return value.

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

Conciseness5/5

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

The description is short, front-loaded with the purpose, and efficiently uses bullet-style parameter details without superfluous content.

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 description covers input parameters adequately but omits output details (despite output schema existing), prerequisites like open level, or comparison with sibling tools, leaving gaps for a tool with minimal annotations.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The input schema offers no parameter descriptions (0% coverage). The description compensates fully by explaining the kwargs format, listing supported parameters with examples and allowed values (e.g., mesh types, coordinate formats).

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 clearly states the verb 'create' and resource 'static mesh actor' in Unreal Engine level, and hints at a simpler approach but does not explicitly differentiate from sibling tools like spawn_static_mesh.

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?

The description mentions a 'simpler approach' but provides no explicit guidance on when to use this tool versus alternatives, nor any when-not-to-use conditions.

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

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