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Unreal Apply Force

unreal_apply_force

Apply continuous forces or instantaneous impulses to any physics-enabled actor component in Unreal Engine, with torque and precise world location control.

Instructions

Apply a force or impulse to an actor's physics-enabled component.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pathYesActor path.
componentNoComponent name. Empty for root.
forceNoForce vector (continuous).
impulseNoImpulse vector (instantaneous).
torqueNoTorque vector.
atLocationNoWorld location to apply force at.
velocityChangeNoApply as velocity change (ignores mass).
timeoutMsNoCommand timeout.
Behavior2/5

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

No annotations provided, so description must supply behavioral context. It does not disclose that the actor must have physics enabled, that force is continuous vs impulse instantaneous, or that torque is rotational. Lacks details on world vs local space, side effects, or required simulation state.

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?

Single sentence that front-loads the verb and resource. Efficient but slightly too minimal; could be improved by adding key behavioral notes without adding much length.

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

Completeness2/5

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

With 8 parameters and no output schema, the description is too brief. It fails to explain core concepts like force vs impulse, torque, atLocation, and velocityChange. Schema descriptions partially cover these but the combined info is incomplete for an agent to use correctly.

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

Parameters3/5

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

Schema description coverage is 100%, so baseline is 3. The description adds no parameter details beyond what schema already provides. It does not clarify differences between force, impulse, and torque, or the meaning of velocityChange and atLocation.

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

Purpose5/5

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

Description clearly states the action (apply) and resource (force/impulse to actor's physics-enabled component). The context of Unreal and sibling tool names like blender_apply_force and unity_apply_force make it distinct without needing further differentiation.

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?

No guidance on when to use this tool vs alternatives (e.g., unreal_add_physics_constraint, or when to use force vs impulse). No mention of prerequisites like actor having physics enabled or simulating.

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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