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remove_sequence_binding

Destructive

Removes a spawnable or possessable binding by GUID from a Level Sequence under /Game, then saves the sequence. Use binding GUIDs from get_sequence_bindings.

Instructions

Remove a spawnable or possessable binding, found by GUID, from a Level Sequence named by asset name under /Game, then save the sequence; a failed save returns success false. Fails when the GUID is not a spawnable or possessable of the sequence. Returns removed_as; get GUIDs from get_sequence_bindings.

Returns: { sequence_name: string, binding_guid: string, removed: bool, removed_as: string, saved: bool, save_error?: string }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
binding_guidYesGUID of the binding to remove, as get_sequence_bindings returns it.
sequence_nameYesAsset name (not a path) of the Level Sequence, e.g. "LS_Intro"; the first match under /Game is used, ignoring case.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed2 schema fields changedv1.2.0
    • changedInput schema / properties / binding_guid / description
      Previous value: -"GUID string of the binding to remove."New value: +"GUID of the binding to remove, as get_sequence_bindings returns it."
    • changedInput schema / properties / sequence_name / description
      Previous value: -"Name of the level sequence asset."New value: +"Asset name (not a path) of the Level Sequence, e.g. \"LS_Intro\"; the first match under /Game is used, ignoring case."
  2. First observedv1.1.0

TDQS

A4.7/5.0
Behavior5/5

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

Annotations already flag destructive=true, readOnly=false, idempotent=false. The description adds valuable non-redundant detail: it performs a save, a failed save returns success false, and it fails when the GUID isn't a spawnable/possessable. This goes well beyond the annotation hints.

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?

Two dense sentences, front-loaded with the action and scope, then failure modes and the return shape. No filler.

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, yet the description provides the return fields and a save-failure edge case. For a destructive mutation tool, this equips the agent to call it correctly and interpret results.

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 both params. The description adds semantic detail: sequence_name is an asset name (not path), the first match under /Game is used ignoring case, and binding_guid comes from get_sequence_bindings. This meaningfully augments the schema.

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 the specific verb (remove), resource (spawnable/possessable binding), identifier (GUID), scope (Level Sequence by asset name under /Game) and a side effect (then save). Clear enough to distinguish from siblings like bind_actor_to_sequence and add_spawnable_to_sequence.

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

Usage Guidelines4/5

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

Tells the agent where to get GUIDs (get_sequence_bindings) and states the failure condition (GUID not a spawnable/possessable of the sequence). Lacks explicit when-not-to-use guidance, but context is strong.

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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