This record as markdown: /tools/jjpxdev-unreal-mcp/generate-lods.md
What generate_lods does on Unreal
AI agents invoke generate_lods to trigger actions in Unreal. What it does depends on the arguments the agent supplies, and its effects often reach beyond the immediate call: builds kicked off, notifications sent, workflows started.
| Parameter | Type | Required | Description |
|---|---|---|---|
lod_count | number | — | Number of LOD levels |
mesh_path | string | Yes | Static mesh asset path |
Parameters from the server's own tool schema.
Why generate_lods is rated High
Generating LODs (Level of Detail meshes) triggers a computational process that modifies the static mesh asset by creating additional mesh representations. This is an execution/write operation that processes and modifies an existing asset. It is reversible in principle (LODs can be regenerated or removed), so it falls under Execute rather than Destructive, but it does modify the asset in place.
From the tool's definition Generate LODs for a static mesh
Attacks that exploit this kind of access
The rule that runs generate_lods safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Unreal, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For generate_lods, this is the rule to start with:
generate_lods stays usable, but rate-capped: a runaway agent can't fire it dozens of times a minute. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect Unreal, apply this rule, and every generate_lods call is checked against it from then on.
Questions about generate_lods
Generate LODs for a static mesh. It is categorised as a Execute tool in the Unreal MCP Server, which means it can trigger actions or run processes. Use rate limits and argument validation.
generate_lods accepts 2 parameters: lod_count, mesh_path. Required: mesh_path. The full parameter table on this page comes from the server's own tool schema.
Register the Unreal MCP server in PolicyLayer and add a rule for generate_lods: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches Unreal. Nothing to install.
generate_lods is a Execute tool with high risk. Execute tools should be rate-limited and have argument validation enabled.
Yes. Add a rate_limit block to the generate_lods rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.
Set action: deny in the PolicyLayer policy for generate_lods. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.
generate_lods is provided by the Unreal MCP server (@jjpxdev/unreal-mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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