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add_camera_node_child

DestructiveIdempotent

Adds a UCameraNode child to a camera rig's composite Children, optionally replacing a slot by index, and saves the rig. Use for building or extending camera rig hierarchies.

Instructions

Populates the Children of a composite rig node (the rig RootNode must be a UArrayCameraNode ("Sequence"); set it via set_camera_rig_root_node node_type=ArrayCameraNode). Creates a new UCameraNode of child_node_type outered to the rig and appends it, in one undo step, then saves the rig. Idempotent via optional index: index<Children.Num() REPLACES that slot instead of appending. added is the read-back of the new child in its slot; a failed save fails the call, with saved false and save_error, and leaves the change in memory. Gameplay Camera System is EXPERIMENTAL (plugin GameplayCameras).

Returns: { camera_rig_path, child_node_type, child_class, child_index, children_count, added, replaced, saved, save_error }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
indexNoOptional child slot. If given and < current child count, REPLACES that slot (deterministic re-runs); otherwise appends.
camera_rig_pathYes/Game/... path to the UCameraRigAsset whose composite RootNode is edited (required)
child_node_typeYesA concrete UCameraNode subclass name for the new child, e.g. "OffsetCameraNode", "FieldOfViewCameraNode" (required)

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.4/5.0
Behavior5/5

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

Annotations declare destructive and idempotent, but the description adds rich context they don't cover: the operation runs in one undo step, saves the rig, and on a failed save returns saved=false with save_error while leaving the change in memory. It also flags the Gameplay Camera System as EXPERIMENTAL (plugin GameplayCameras).

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?

Dense but front-loaded: it leads with the action and prerequisite before the mechanics. The Returns enumeration compensates for the absent output schema and earns its place, though the prose is packed tightly enough to be slightly heavy.

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, listing the returned fields (child_index, added, replaced, saved, save_error, etc.) is essential and present. Prerequisites, idempotency, undo/save behavior, and failure semantics are all covered for a mutation tool.

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% and the index parameter's replace-vs-append semantics are already documented in the schema verbatim. The description's restatement of 'index<Children.Num() REPLACES that slot' adds little beyond structured data, so baseline 3 applies.

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 precise verb (adds/populates) and resource (Children of a composite rig node), and names the concrete node types (UArrayCameraNode root, UCameraNode child). An agent can distinguish it from siblings like set_camera_rig_root_node or list_camera_node_types without opening the schema.

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

Usage Guidelines4/5

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

Gives an explicit prerequisite (the rig RootNode must be a UArrayCameraNode 'Sequence', set via set_camera_rig_root_node node_type=ArrayCameraNode) and routes the agent to that sibling when unmet. It does not spell out when-not to use this tool, so it falls just short of full 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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