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add_broadcast_node

Add a broadcast node that fires an existing event dispatcher on self, with one input pin per signature parameter so listeners run; requires dispatcher and signature already set, and does not compile.

Instructions

Add the node that BROADCASTS (fires) an event dispatcher on self -- own or inherited -- with one input pin per signature parameter, so listeners run. Does NOT compile. The dispatcher must already exist in the compiled class (add_event_dispatcher then compile_blueprint), and its parameter pins only appear after set_event_dispatcher_signature. The opposite direction (LISTENING) is add_graph_node node_type="add_delegate" for self, add_object_bound_event for another object's dispatcher.

Returns: { node_id, class, title, pins:[execute, then, one input per signature param], blueprint_name, graph_name, dispatcher_name } -- an empty parameter list means the dispatcher has no signature yet.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
forceNoOptional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.
graph_nameNoTarget graph; defaults to the Blueprint's event graph when omitted
position_xNoNode X position on the graph canvas (ignored when node_position is set)
position_yNoNode Y position on the graph canvas (ignored when node_position is set)
node_positionNoNode canvas position as [x, y]; takes precedence over position_x/position_y
blueprint_nameNoBlueprint that owns (or inherits) the dispatcher
blueprint_pathNoAlias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`.
dispatcher_nameYesExact name of the multicast delegate to broadcast; resolved on the skeleton class, so inherited dispatchers work

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.6/5.0
Behavior4/5

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

Annotations declare non-readonly, non-idempotent, non-destructive, closed-world, so the mutation profile is already known. The description adds real behavioral context beyond that: the tool does not compile, it requires a prior add_event_dispatcher + compile_blueprint sequence, and it resolves the dispatcher on the skeleton class so inherited dispatchers work. The PIE-refusal safety detail lives in the schema (force param), not the description, so it isn't double-counted here.

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?

Front-loaded with the core action, then prerequisites, then alternatives, then return shape. It is dense but each clause carries distinct information; the parenthetical return-shape sentence is slightly heavy but earns its place given no output schema exists.

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?

For an 8-parameter Blueprint-graph mutation tool with no output schema, the description supplies the missing return shape ({node_id, class, title, pins, ...}), the ordering prerequisites, and the alternative tools — everything an agent needs to invoke it correctly.

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

Parameters4/5

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

Schema description coverage is 100%, so the schema carries the baseline. The description still adds meaning beyond the schema by explaining that there is one input pin per signature parameter and that an empty parameter list means the dispatcher has no signature yet, which clarifies what dispatcher_name resolves to in practice.

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?

States a specific verb and resource ('Add the node that BROADCASTS (fires) an event dispatcher on self') and immediately scopes it as own-or-inherited with one input pin per signature parameter. It also names the sibling it is not ('Does NOT compile') and the opposite-direction tools (add_graph_node node_type="add_delegate", add_object_bound_event), so an agent can distinguish it without opening any schema.

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?

Explicit prerequisites are given (the dispatcher must already exist via add_event_dispatcher then compile_blueprint; parameter pins only appear after set_event_dispatcher_signature) and the alternative tooling for the LISTENING direction is named with its conditions. This is textbook when/when-not/alternatives guidance.

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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