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set_unreal_project_path

Configure the Unreal Engine project directory path to enable MCP server functionality for project-specific operations.

Instructions

Set the Project path

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pathYes

Implementation Reference

  • server/index.ts:94-112 (registration)
    Registration of the 'set_unreal_project_path' tool, including input schema (path: string) and inline handler that sets the global projectPath variable and returns a confirmation message.
    server.tool(
    	"set_unreal_project_path",
    	"Set the Project path",
    	{
    		path: z.string(),
    	},
    	async ({ path }) => {
    		projectPath = path
    
    		return {
    			content: [
    				{
    					type: "text",
    					text: `Project path set to ${path}`,
    				},
    			],
    		}
    	},
    )
  • Handler function that stores the input path in the projectPath variable and responds with a text message confirming the path was set.
    async ({ path }) => {
    	projectPath = path
    
    	return {
    		content: [
    			{
    				type: "text",
    				text: `Project path set to ${path}`,
    			},
    		],
    	}
    },
  • Input schema for the tool using Zod: requires a 'path' string parameter.
    {
    	path: z.string(),
    },
  • Global variables used by the tool handlers to store engine and project paths persistently.
    let enginePath: string | undefined = undefined
    let projectPath: string | undefined = undefined
Behavior1/5

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

No annotations are provided, so the description carries the full burden of behavioral disclosure. It states 'Set the Project path', implying a mutation operation, but fails to describe any behavioral traits: it doesn't specify if this changes persistent settings, requires specific permissions, has side effects (e.g., reloading the project), or what happens on success/failure. This leaves critical operational context unknown.

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 extremely concise at three words, with zero wasted text. It's front-loaded with the core action ('Set'), though this brevity comes at the cost of clarity. Every word earns its place by directly relating to the tool's function, but the structure is minimal due to the lack of detail.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness1/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the complexity of a mutation tool with no annotations, no output schema, and low parameter coverage, the description is severely incomplete. It doesn't explain what 'Project path' means in the Unreal context, how the tool behaves, what it returns, or its impact. This inadequacy could lead to misuse or errors by an AI agent.

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

Parameters1/5

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

The input schema has 1 parameter with 0% description coverage, meaning the schema provides no semantic information about 'path'. The description adds no parameter semantics beyond the tool name—it doesn't explain what 'path' represents (e.g., a file system path, a project directory), its format, or constraints. This fails to compensate for the low schema coverage, leaving the parameter meaning ambiguous.

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

Purpose2/5

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

The description 'Set the Project path' is essentially a tautology that restates the tool name 'set_unreal_project_path' with minimal elaboration. It specifies the verb 'Set' and resource 'Project path', but lacks specificity about what this actually does operationally (e.g., configures a workspace setting, updates a file path). It doesn't distinguish from siblings like 'set_unreal_engine_path' beyond the obvious resource difference.

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

Usage Guidelines1/5

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

The description provides no guidance on when to use this tool versus alternatives. It doesn't mention prerequisites (e.g., needing an active Unreal project), exclusions, or related tools like 'get_unreal_project_path' for retrieval. Without any context, an agent must infer usage from the name alone, which is insufficient for informed selection.

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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