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add_anim_notify

Adds a UAnimNotify event at a specified time on a UAnimSequence notify track, creating the track if missing and saving the sequence. Use for animation notifies, not montages or state durations.

Instructions

Add an instance of a UAnimNotify class at a time on a UAnimSequence notify track (created when missing) and save the sequence; each call adds another event, and an unknown class is an error. Returns time and success. For montages use add_montage_notify; for durations add_anim_notify_state. A failed save makes success false, with saved=false and save_error.

Returns: { animation_path, notify_name, time, success, saved, save_error, message }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
timeNoNotify trigger time in seconds (default 0)
track_nameNoNotify track name (default 'Default')
notify_nameYesClass name of a loaded UAnimNotify subclass, tried as given and then with the AnimNotify_ prefix (e.g. 'AN_Footstep', or "PlaySound" for AnimNotify_PlaySound); a Blueprint notify goes by its generated name ending in _C.
animation_pathYesFull asset path to the UAnimSequence.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changedv1.2.0
    • changedInput schema / properties / notify_name / description
      Previous value: -"Name of the notify class (e.g. 'AN_Footstep')."New value: +"Class name of a loaded UAnimNotify subclass, tried as given and then with the AnimNotify_ prefix (e.g. 'AN_Footstep', or \"PlaySound\" for AnimNotify_PlaySound); a Blueprint notify goes by its generated name ending in _C."
  2. First observedv1.1.0

TDQS

A4.4/5.0
Behavior4/5

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

Beyond the annotations (non-read-only, non-idempotent, non-destructive), it discloses that the notify track is created when missing, that each call appends another event (explaining the non-idempotent behavior), and that a failed save yields success=false with saved=false and save_error. It does not cover undo/permissions or whether the asset must be open, so it falls short of exhaustive disclosure.

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?

The purpose and alternatives are front-loaded in a tight two-sentence body, which is well structured. 'Returns time and success' is redundant with the later 'Returns:' block, costing a little efficiency.

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

Completeness5/5

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

With no output schema, the description supplies the return shape itself ({ animation_path, notify_name, time, success, saved, save_error, message }). Combined with the track-creation side effect, error handling, and save-failure semantics, an agent has everything needed to call and interpret this mutation 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 all four parameters are already documented in the schema, including the AnimNotify_ prefix fallback and default track name. The description adds no extra parameter detail; a baseline 3 is appropriate.

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 states a specific verb and resource: adding an instance of a UAnimNotify class at a time on a UAnimSequence notify track. It also distinguishes itself from sibling tools by name (add_montage_notify for montages, add_anim_notify_state for durations), so an agent can tell it apart without opening other schemas.

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

Usage Guidelines5/5

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

It explicitly routes the agent: 'For montages use add_montage_notify; for durations add_anim_notify_state,' which names the alternatives and the condition that selects them. It also flags the failure condition of an unknown class, giving a clear when-not boundary.

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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