Skip to main content
Glama

load_level

Destructive

Open a map by /Game or .umap path, replacing the current world and restoring vanished OFPA actor instances. Refuses if other worlds are resident; check dirty packages first.

Instructions

Open a map in the editor (by /Game path or disk .umap), replacing the current world. Also the repair for actors that VANISHED from a world in memory after compile_blueprint: reloading the same map brings the placed OFPA instances back with their per-instance config -- never re-place them. REFUSES up front when any other UWorld is still resident in memory, because the engine's world-leak check turns that into a Fatal error that kills the editor process and every unsaved edit with it; the refusal lists the resident worlds and the remedy. Run list_dirty_packages first: a reload discards unsaved work.

Returns: { success: bool, error?: string, refused?: bool, load_attempted?: bool, resident_world_count?: int, resident_worlds?: [{ package: string, world_name: string, world_type: string, has_world_context: bool, is_load_target: bool }], remedy?: string, data?: { loaded_filename: string, target_package: string, level_name?: string, world_name?: string, resident_world_count: int, forced_past_resident_worlds: bool, resident_worlds?: [...] } }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
forceNoSkip the resident-world preflight and call LoadMap anyway. With resident worlds alive this PROBABLY KILLS THE EDITOR: the engine raises a Fatal error ("World Memory Leaks"), the process dies and every unsaved in-memory edit is lost. Defaults to false.
filenameYesDisk path to a .umap, OR a /Game asset path (e.g. /Game/Maps/Foo) resolved to the on-disk map file
load_as_templateNoWhen true, loads the level as a template; defaults to false

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.8/5.0
Behavior5/5

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

Annotations flag destructiveHint=true, but the description goes far beyond that: it explains the world-leak preflight, states that forcing past it can Fatal-error and kill the editor along with unsaved edits, notes that the refusal lists resident worlds plus a remedy, and describes the reload repair semantics for OFPA instances.

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 action, then usage, then the refusal hazard. Dense and all sentences carry weight; the long returns block is defensible given there is no output schema, though it is on the verbose side.

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?

No output schema exists, so the description supplies the full return contract (success, refused, resident_worlds, remedy, data), plus the failure mode and prerequisite. For a destructive world-replacing operation this is complete.

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?

Schema coverage is 100% so the schema documents filename, force, and load_as_template individually; the description adds path-format semantics ('/Game path or disk .umap') and ties the force flag to the fatal-error preflight, layering meaning on top of the schema's own warning.

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 — 'Open a map in the editor ... replacing the current world' — and names the two accepted path forms (/Game asset path or disk .umap). It is clearly distinguishable from siblings like new_level, save_level, and set_current_level.

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?

Gives explicit when-to-use (repairing actors that vanished after compile_blueprint), an explicit prerequisite ('Run list_dirty_packages first: a reload discards unsaved work'), and an explicit when-it-refuses condition with the remedy surfaced. The agent has no ambiguity about invoking it.

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