# UMCPHandler_RenameAsset Refactoring Notes ## What Changed - **Switched to plain-text output.** The handler now overrides `Handle(... FStringBuilderBase&)` instead of the JSON version. The output is minimal: just the new path on success, or a clear error message on failure. - **Removed UE_LOG calls.** Two UE_LOG calls were removed. Errors are reported via the output device. - **Removed the empty `if (bSuccess) {}` block.** This was dead code. - **Used `MCPUtils::SplitAssetPath`** instead of hand-rolled path splitting with `FindLastChar`. This is more consistent and handles edge cases (like empty asset names) that the original code did not. - **Added `AllContent()`** to the MCPAssets query so it can find assets outside `/Game/` if needed. - **Trimmed unused includes.** Removed includes for headers that were not needed (BlueprintEditorUtils, SavePackage, PackageName, AssetRegistryModule, FileHelpers, Engine/Blueprint.h). - **Improved parameter descriptions** with examples to help the LLM caller understand the expected format. ## What's Good - The handler is simple and focused — it does one thing well. - MCPAssets is used correctly: `Exact()` match, `ENone()` + `ETwo()` error conditions, with errors routed directly to the output device. - The logic for "just a name with no slash means rename in place" is preserved and useful. ## What Might Need More Work - **No FormatName/Identifies usage.** This handler doesn't look up objects by display name — it works with exact package paths, which is the correct thing for asset rename. FormatName/Identifies are not applicable here since we're dealing with package paths, not display names of nodes/pins/graphs. - **No batch support.** The handler renames one asset at a time. Batch renaming could be useful, but it's a less common operation than batch pin connections, so this may not be worth the added complexity. - **Error detail from RenameAssets is lost.** `IAssetTools::RenameAssets` returns a bool but doesn't provide a detailed reason for failure. The error message is necessarily generic. I'm not sure if there's a way to get more detail from Unreal's rename API. - **No validation of NewAssetName.** We don't check for illegal characters in the new name before calling RenameAssets. Unreal will reject bad names, but a more specific error message could be helpful.