set_skeletal_mesh_lod
Configure LOD settings on a skeletal mesh.
This record as markdown: /tools/jjpxdev-unreal-mcp/set-skeletal-mesh-lod.md
What set_skeletal_mesh_lod does on Unreal
AI agents use set_skeletal_mesh_lod to create or update resources in Unreal, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Unreal environment.
| Parameter | Type | Required | Description |
|---|---|---|---|
lod_count | number | Yes | Number of LODs to generate |
mesh_path | string | Yes | Skeletal mesh asset path |
Parameters from the server's own tool schema.
Why set_skeletal_mesh_lod is rated Medium
This tool modifies LOD (Level of Detail) settings on skeletal mesh assets, which is a reversible write operation. It changes asset properties but does not delete data, execute arbitrary code, or cause destructive changes. The severity is medium because misconfiguration could impact game performance or rendering quality, but changes are reversible through reconfiguration.
From the tool's definition Tool name 'set_skeletal_mesh_lod' and description 'Configure LOD settings on a skeletal mesh' indicate modification of mesh properties. The verb 'set' and 'configure' denote state changes to existing assets.
Attacks that exploit this kind of access
The rule that runs set_skeletal_mesh_lod 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 set_skeletal_mesh_lod, this is the rule to start with:
set_skeletal_mesh_lod stays usable, but capped: an agent stuck in a loop can't make hundreds of changes 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 set_skeletal_mesh_lod call is checked against it from then on.
Questions about set_skeletal_mesh_lod
Configure LOD settings on a skeletal mesh. It is categorised as a Write tool in the Unreal MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
set_skeletal_mesh_lod accepts 2 parameters: lod_count, mesh_path. Required: lod_count, 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 set_skeletal_mesh_lod: 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.
set_skeletal_mesh_lod is a Write tool with medium risk. Write tools should be rate-limited to prevent accidental bulk modifications.
Yes. Add a rate_limit block to the set_skeletal_mesh_lod 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 set_skeletal_mesh_lod. 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.
set_skeletal_mesh_lod 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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