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reload_asset_package

Destructive

Reload already-loaded asset packages from disk non-interactively, preserving or discarding unsaved in-memory edits. Repairs dirty packages flagged by list_dirty_packages.

Instructions

Re-read already-loaded packages FROM DISK, non-interactively (it never opens the modal that would freeze a headless editor), either preserving or permanently discarding their in-memory edits. This is the repair for the situation list_dirty_packages flags: a vendored package left dirty by a compile cascade is cleaned with on_dirty="discard" (was_dirty:[...] -> still_dirty:[]), so the next bulk save cannot write it. Also the way to throw away a bad in-memory edit without touching disk. It reports before/after evidence per package, and skips what it cannot safely reload (not loaded, OFPA, worlds) instead of pretending. WARNING: on_dirty="discard" is irreversible for unsaved work -- check what is dirty first.

Returns: { requested: [string], on_dirty: string, interaction_mode: string, attempted: [string], reloaded: [string], was_dirty: [string], still_dirty: [string], failed: [string], skipped_not_loaded: [string], skipped_ofpa: [string], skipped_world: [object], skipped_invalid: [object], api_returned: bool, api_error: string, verify: { before: [object], after: [object] }, message: string }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
on_dirtyNoOptional "abort" (default) or "discard". "abort" -> EReloadPackagesInteractionMode::AssumeNegative: a package with unsaved in-memory edits is NOT reloaded and its edits are kept. "discard" -> AssumePositive: UPackageTools clears the dirty flag and reloads, PERMANENTLY THROWING AWAY those in-memory edits.
package_nameNoConvenience single-name alias for package_names.
package_namesNoArray of long package names (or object paths) to reload, e.g. ["/Game/VendorPack/.../DT_ItemRows"].

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.7/5.0
Behavior5/5

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

Beyond the annotations, the description discloses that the tool never opens an interactive modal, that on_dirty="discard" is irreversible, that it reports before/after evidence per package, and that it skips unsafe categories (not loaded, OFPA, worlds) instead of pretending. This is rich behavioral context for a destructive operation.

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 front-loads the core action and danger, then supplies rationale, warning, and return shape. Despite its density, every sentence earns its place for a destructive 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 complexity, zero required parameters, full schema coverage, no output schema, and destructive annotations, the description supplies the missing operational contract: irreversibility, skip behavior, evidence reporting, and the full return shape. Nothing essential for correct invocation appears absent.

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 explains on_dirty="abort" vs "discard", package_name, and package_names. The description reinforces the consequence of discard and advises checking dirty state first, but adds little parameter meaning beyond what the schema already documents, matching the baseline for full coverage.

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 specific verb and resource: re-read already-loaded packages from disk, non-interactively, with either preservation or permanent discard of in-memory edits. It distinguishes this from normal reload modals and from list_dirty_packages, which it explicitly names as the diagnostic counterpart.

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?

It gives explicit when-to-use guidance: repairing vendored packages left dirty by a compile cascade, and throwing away a bad in-memory edit without touching disk. It also states when-not using on_dirty="discard" (unsaved work) and what gets skipped, leaving little to inference.

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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