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get_ability_activation_info

Read-onlyIdempotent

Read a GameplayAbility Blueprint's asset tags, tag count, and default object name from its class default object. Read-only and editor-time, requiring no actor or PIE session.

Instructions

Read the AssetTags of a GameplayAbility Blueprint from its class default object: ability_tags, asset_tag_count, and ability_name (the default object name). Despite the tool name, no activation data is read: no activation policy, required or blocked tags, cost or cooldown. Read-only and editor-time: it loads the asset and needs no actor or PIE; a path that is not a GameplayAbility Blueprint is an error. configure_ability_tags writes these tags; get_ability_info reads an ability granted to an actor.

Returns: { ability_path: string, ability_name: string, ability_tags: [string], asset_tag_count: int }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
ability_pathYesFull /Game path to the ability Blueprint asset

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.9/5.0
Behavior5/5

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

Annotations already cover the read-only, idempotent, non-destructive profile, but the description goes further by disclosing that no activation data is actually read, that the operation is editor-time and asset-loading, and that invalid asset paths produce an error. This is exactly the kind of behavioral context that annotations alone do not provide.

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?

The description is front-loaded with the core action, then adds caveats, alternative tools, and the return shape. Every sentence carries useful information, including the explicit Returns block for a tool with no output schema.

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?

Given the single-parameter schema and absence of an output schema, the description supplies everything an agent needs: what is returned, what is not returned, the editor-time/read-only behavior, error conditions, and sibling-tool alternatives.

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?

The input schema has one parameter with 100% description coverage, so the baseline is 3. The description adds a meaningful constraint beyond the schema: the path must resolve to a GameplayAbility Blueprint, otherwise it is an error. It does not add format or syntax detail beyond the schema, so a 4 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 precise verb and resource: 'Read the AssetTags of a GameplayAbility Blueprint from its class default object.' It names exactly what is returned (ability_tags, asset_tag_count, ability_name) and explicitly clarifies what the tool does not do despite its name. It also distinguishes itself from configure_ability_tags and get_ability_info by naming those siblings and their differing roles.

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?

Usage conditions are explicit: read-only, editor-time, no actor or PIE needed, and a non-GameplayAbility Blueprint path is an error. The description also names alternatives: configure_ability_tags for writing these tags and get_ability_info for reading an ability granted to an actor, making it clear when to choose each tool.

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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