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add_shot_track

Add a cinematic shot track to a Level Sequence by supplying its asset path or name. Returns the track class, section count, and save status.

Instructions

Adds a cinematic shot track (UMovieSceneCinematicShotTrack) to a Level Sequence.

Returns: { sequence_path: string, track_class: string, track_added: bool, section_count: int, saved: bool, save_error?: string }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
sequence_nameNoAlias for sequence_path.
sequence_pathNoFull /Game path OR bare asset name of the target Level Sequence.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changedv1.2.2
    • removedInput schema / required
      Removed value: -[
      -  "sequence_path",
      -  "sequence_name"
      -]
  2. First observedv1.1.0

TDQS

A3.6/5.0
Behavior3/5

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

Annotations already declare readOnlyHint=false, destructiveHint=false, and idempotentHint=false, so the safety profile is covered. The description adds useful behavior via the return payload — a 'saved'/'save_error' pair implying the asset is persisted and the save can fail — but it never says whether repeated calls stack duplicate tracks or how failure surfaces to the caller.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Two sentences with zero filler; the action/scope is front-loaded and the return contract follows compactly. Nothing is padded or repeated from the schema.

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

Completeness4/5

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

With no output schema, the inline Returns block (track_class, track_added, section_count, saved, save_error) is genuinely necessary and present. What remains missing is call preconditions and duplicate-handling behavior for a non-idempotent mutation on a Level Sequence.

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%: both sequence_name (alias) and sequence_path (full /Game path or bare asset name) are documented in the schema, so the description need not repeat them. It adds no format or disambiguation detail beyond what the schema already provides, so the 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 specific verb ('Adds') and resource ('cinematic shot track (UMovieSceneCinematicShotTrack) to a Level Sequence'), and naming the exact UClass distinguishes it from nearby siblings such as add_shot_section, add_camera_cut_track, and add_level_visibility_track 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 Guidelines2/5

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

There is no when-to-use guidance, no prerequisites (e.g. the target sequence must already exist), and no mention of what to do if a shot track is already present. The description only says what the tool does, leaving context selection entirely to the agent.

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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