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resume_behavior_tree

Destructive

Resume an AI behavior tree paused in the Unreal Engine editor world via the actor's AIController brain component or UBehaviorTreeComponent, returning was_paused and is_paused states.

Instructions

Resume a behavior tree paused by pause_behavior_tree (ResumeLogic) on an editor-world actor, through its AIController brain component or a UBehaviorTreeComponent on the actor. Returns was_paused and is_paused, both read from the component. Editor world only, never PIE.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
actor_nameYesName or label of the AI-possessed pawn (or AIController) whose UBehaviorTreeComponent to resume.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.1/5.0
Behavior4/5

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

Adds real context beyond the annotations: the resume path goes through the AIController brain component or a UBehaviorTreeComponent, and it discloses the returned fields was_paused/is_paused. It does not explain the destructiveHint (what runtime AI state is discarded on resume) or what happens if the tree was never paused.

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?

Three tight sentences, front-loaded with the operation and the pause_behavior_tree link before mechanism and world scoping. The component-path detail is useful rather than padding.

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?

With no output schema, disclosing was_paused/is_paused is the right call, and the editor-world/never-PIE scope is stated. Missing only edge-case behavior (already-running or never-paused trees), which matters for a destructiveHint=true tool.

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 coverage is 100% and the actor_name description already covers pawn-or-AIController resolution. The description's mention of the component path marginally extends that, but it largely mirrors what the schema states, so the baseline 3 applies.

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?

Names a specific verb+resource ('resume a behavior tree') and explicitly anchors it to the sibling that produced the state, pause_behavior_tree. An agent can distinguish it from run/restart/stop_behavior_tree without opening any schema.

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?

It clearly states the precondition: the tree must have been paused by pause_behavior_tree, and it scopes the operation to editor-world actors only. It does not, however, contrast itself against restart_behavior_tree or get_behavior_tree_status for overlapping cases.

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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