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send_gameplay_event_to_actor

Destructive

Sends a gameplay event tag to a target actor's AbilitySystemComponent to trigger ability reactions, optionally including magnitude. Returns sent and ASC resolution status.

Instructions

Sends a FGameplayEvent to the target actor's UAbilitySystemComponent via UAbilitySystemBlueprintLibrary::SendGameplayEventToActor (AbilitySystemBlueprintLibrary.h). Wraps the engine's Lyra-style event bus entry point.

Returns: { actor_name: string, event_tag: string, sent: bool, asc_resolved: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
event_tagYesFGameplayTag name (e.g. "Gameplay.Event.Hit") (required)
actor_nameYesDisplay label or internal name of the target editor-world actor (required)
payload_magnitudeNoOptional numeric magnitude placed in FGameplayEventData::EventMagnitude

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A3.5/5.0
Behavior3/5

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

Annotations already declare destructiveHint=true and non-idempotent, so the mutation profile is covered. The description usefully adds the ASC-resolution concept via the returned 'asc_resolved' field, implying the operation silently no-ops when no AbilitySystemComponent is present — valuable behavioral context. But it doesn't state auth/permission needs or side effects of the dispatched event.

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?

Two compact sentences plus a return-shape line. Front-loaded with the core action. Slightly dense with API/header references, but efficient overall.

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?

Given it's a mutation tool with full annotation coverage and complete param docs, the description covers the essential operation. The return signature with 'asc_resolved' is a helpful signal. The main gap is the absence of any when-to-use context against the large set of sibling ability tools.

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%, documenting all three params including the optional payload_magnitude mapping to FGameplayEventData::EventMagnitude. The description adds nothing beyond the schema, so 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?

States a specific verb+resource ('Sends a FGameplayEvent to the target actor's UAbilitySystemComponent') and names the exact engine API function it wraps, leaving no ambiguity about what it does.

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

Usage Guidelines2/5

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

No guidance on when to use this vs alternatives. With many sibling tools (apply_gameplay_effect, activate_ability, grant_ability, trigger_behavior_on_actor), an agent has no cue which path is appropriate or what prerequisites exist (e.g. the actor must have an ASC). 'Lyra-style event bus entry point' hints at context but states no conditions.

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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