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tumourlove

unreal-animation-mcp

by tumourlove

get_abp_asset_overrides

Get asset overrides from parent nodes in an Unreal Engine Animation Blueprint. Specify the asset path to retrieve the list of overridden assets.

Instructions

Get parent node asset overrides in an AnimBlueprint.

Args: asset_path: Unreal asset path

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
asset_pathYes

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 the full burden of disclosing behavior. It only says 'Get', which implies read-only, but it does not elaborate on permissions, failure modes, return format, or any side effects. The lack of any additional behavioral context leaves significant gaps.

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 one sentence plus an argument line, with no fluff. It is front-loaded and each piece of text is necessary. This is a model of conciseness.

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 tool is simple with one parameter and an output schema, so the description provides a minimum viable explanation. However, it does not explain what 'asset overrides' are, when to use this tool, or how the output is structured beyond what the output schema might provide. This is adequate but with clear gaps.

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

Parameters2/5

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

The input schema has one parameter (asset_path) with no description (0% coverage). The description adds 'Unreal asset path', which is merely restating the parameter name and type. It does not clarify how the path should be formatted or what constitutes a valid input, so it adds marginal value.

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?

The description clearly states the tool's function: 'Get parent node asset overrides in an AnimBlueprint.' It uses a specific verb ('Get') and a specific resource ('parent node asset overrides'), which distinguishes it from sibling tools like get_abp_info or get_abp_graphs.

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

Usage Guidelines3/5

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

The description implies usage when the agent needs asset overrides for parent nodes in an AnimBlueprint, but it provides no explicit guidance on when to use this tool versus alternatives. It also lacks any exclusions or prerequisites.

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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