recompile_material
Recompile Unreal Engine material assets to apply graph edits immediately.
Instructions
Recompile a material after making changes to its graph.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| material_path | Yes | Material asset path |
Recompile Unreal Engine material assets to apply graph edits immediately.
Recompile a material after making changes to its graph.
| Name | Required | Description | Default |
|---|---|---|---|
| material_path | Yes | Material asset path |
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations provided, the description must disclose behavioral traits. It only states the action and trigger, without mentioning side effects, potential errors, prerequisites, or the outcome of the recompile. This is minimal disclosure for a mutation-like operation.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single, front-loaded sentence with no redundant information. It efficiently conveys the tool's purpose and trigger without unnecessary elaboration.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a simple one-parameter tool, the description covers the core purpose and usage context. However, it lacks behavioral details such as error handling, async behavior, or postconditions, which would be valuable given no annotations or output schema.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The schema fully describes the single parameter (material_path) with 100% coverage. The description adds no additional parameter semantics, so the baseline of 3 applies.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the action (recompile), the resource (material), and the trigger condition (after making changes to its graph). This distinguishes it from sibling tools like compile_blueprint and material graph editing functions.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description provides clear usage context by specifying 'after making changes to its graph', indicating when the tool is appropriate. It does not explicitly name alternatives or exclusions, but the context is sufficient for basic differentiation.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
We provide all the information about MCP servers via our MCP API.
curl -X GET 'https://glama.ai/api/mcp/v1/servers/sam-david/unreal-mcp'
If you have feedback or need assistance with the MCP directory API, please join our Discord server