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inject_analog_input

Destructive

Inject gamepad stick or trigger values into a running PIE session to move or look in headless tests; use hold_seconds for sustained input.

Instructions

Feed an analog axis value (gamepad stick, trigger) to a running PIE session's PlayerController -- how you actually MOVE or LOOK headless, where inject_key_input only does digital keys. NOTE: A single axis sample decays to zero within a tick, so sustained motion needs hold_seconds, which re-injects every tick for that long and then neutralises with a 0.0; it is fire-and-forget and returns immediately. Requires an active PIE session and a genuinely analog key (a digital one is a clean error).

Returns: { injected: bool, key: string, value: number, pie_client_index: int, hold_seconds: number }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
keyYesRequired analog key name, e.g. "Gamepad_LeftX", "Gamepad_LeftTriggerAxis". Rejected with a clean error if the key is not analog.
valueYesRequired float axis value; roughly -1..1 for sticks, 0..1 for triggers.
hold_secondsNoOptional float. When > 0, the analog value is re-injected every tick for this many seconds (a single axis sample decays to zero, so sustained motion needs re-feeding), then a final 0.0 is injected to neutralize. Fire-and-forget: returns immediately and the hold runs across the next hold_seconds of PIE. Omit (or 0) for a single sample.
pie_client_indexNoOptional int (default 0). Which PIE client window to target -- 0 is the server/host window in a ListenServer session, 1 the first client.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.3/5.0
Behavior4/5

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

Annotations already declare readOnlyHint=false and destructiveHint=true, so safety is partly covered. The description adds substantial behavioral context beyond that: single axis sample decays to zero within a tick, hold_seconds re-injects every tick and ends with a 0.0 neutralisation, and it is fire-and-forget returning immediately. This is well above the annotation baseline; only minor gaps (e.g. exact tick semantics) remain.

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 purpose and the sibling contrast, and every sentence carries operational weight. It is dense with parentheticals and em-dashes, making it slightly run-on, but not padded.

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, and the description compensates by listing the return shape ({ injected, key, value, pie_client_index, hold_seconds }). Combined with prerequisites, decay behavior and error cases, it is nearly complete; the only thin spot is detailed semantics of pie_client_index targeting, which the schema covers.

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%, so the schema already documents all four parameters thoroughly (including hold_seconds decay rationale and value ranges). The description reinforces key examples and the neutralisation behavior but adds no syntax or format detail the schema lacks. Baseline 3 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?

States a specific verb and resource: feeding an analog axis value to a running PIE session's PlayerController, and clarifies the goal ('how you actually MOVE or LOOK headless'). It explicitly contrasts with the sibling inject_key_input ('only does digital keys'), so an agent can route correctly without opening either 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?

Explicitly names the alternative (inject_key_input) and its limitation, states the condition that selects this tool (analog motion/look), and gives the key operating rule for sustained motion (hold_seconds re-injects per tick then neutralises). It also states prerequisites (active PIE session, genuinely analog key) and the error case for digital keys.

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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