Skip to main content
Glama

create_behavior_config

Create or load a UGameplayBehaviorConfig asset, set its BehaviorClass when provided, and save it. Check behavior_class in the reply; created distinguishes new from existing.

Instructions

Create a UGameplayBehaviorConfig asset at package_path/config_name, or load the one already there, set its protected BehaviorClass by reflection when behavior_class resolves, then save it. An unresolved behavior_class is ignored without error, so check behavior_class in the reply; created tells new from existing.

Returns: { config_path: string, config_name: string, behavior_class: string, created: bool, saved: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
config_nameYesAsset name of the config, e.g. "BC_Patrol"
package_pathNoDestination /Game folder (default /Game/MCP).
behavior_classNoFull path of a loaded UGameplayBehavior subclass, e.g. "/Script/GameplayBehaviorsModule.GameplayBehavior_AnimationBased"; a short name never resolves, and a miss is ignored

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed2 schema fields changedv1.2.0
    • changedInput schema / properties / behavior_class / description
      Previous value: -"Optional UGameplayBehavior subclass name to assign as BehaviorClass (set via reflection)."New value: +"Full path of a loaded UGameplayBehavior subclass, e.g. \"/Script/GameplayBehaviorsModule.GameplayBehavior_AnimationBased\"; a short name never resolves, and a miss is ignored"
    • changedInput schema / properties / config_name / description
      Previous value: -"Name of the new config asset."New value: +"Asset name of the config, e.g. \"BC_Patrol\""
  2. First observedv1.1.0

TDQS

A3.9/5.0
Behavior5/5

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

With annotations only covering the safety flags, the description adds substantial behavioral context: the BehaviorClass is set through reflection, an unresolved behavior_class is silently ignored (no error), the reply's behavior_class field must be checked, and created/saved disambiguate new vs. existing assets. This is exactly the non-obvious behavior an agent needs and goes well beyond the annotation set.

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 core action is front-loaded and the description is only two sentences plus a Returns block, with every element (path, reflection, silent-miss, created/saved) earning its place. The middle sentence is somewhat dense and could be split, but there is no filler.

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?

No output schema exists, but the description supplies the full return shape and flags the two fields (behavior_class, created) the agent must inspect. The upsert/save lifecycle and silent-failure quirk are covered; only error/permission behavior is left implicit, which is minor for an editor-side 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 already 100%, so the schema fully documents config_name, package_path, and behavior_class. The description restates behavior_class resolution semantics (which the schema also contains) and adds almost nothing parametric beyond what is provided, so the baseline of 3 applies.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description gives a specific verb (Create) and resource (UGameplayBehaviorConfig asset) plus the exact path/naming scope, and it makes the upsert nature explicit ('or load the one already there'). It never names or contrasts a sibling such as get_behavior_config_info, list_behavior_configs, remove_behavior_config, or set_behavior_class, so it does not fully earn the 5 for sibling differentiation.

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

Usage Guidelines3/5

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

Usage is implied rather than stated: 'create the asset or load the one already there' tells the agent this is the get-or-create entry point, but there is no explicit when-to-use/when-not and no mention of the related config tools. An agent must infer the correct context of use.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Deploy Server

Other Tools