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set_actor_component_collision

DestructiveIdempotent

Set collision on a placed actor's primitive component: resolve the actor/component, then apply profile, enabled state, and per-channel responses; rebuild filters so save_level persists.

Instructions

Sets collision on a PLACED actor's UPrimitiveComponent (the placed-actor twin of set_blueprint_component_collision). Resolves the actor by name/label then its primitive component (by name, or the root primitive when component_name is omitted) and applies, in order: SetCollisionProfileName (expands the profile into the FBodyInstance response array), SetCollisionEnabled, then per-channel SetCollisionResponseToChannel. Channel keys accept a friendly display name ("Pawn", "Visibility", or a project CUSTOM trace/object channel) OR an ECC_* token; this is how you block a custom game channel that the BlockAll profile leaves at Ignore. After applying, collision-enabled is toggled off/on to force the FBodyInstance to rebuild its filter data, and Actor->Modify() marks the (OFPA) package dirty so save_level persists the change.

Returns: { actor_name: string, component_name: string, component_class: string, profile: string, collision_enabled: string, responses_applied: [{ channel: string, response: string }], collision_enabled_effective: string, rebuilt: bool, world: string, world_name: string|null, world_package: string|null, world_type: string|null, net_mode: string|null, pie_instance: number }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
worldNoabsent/"editor" (default; the world save_level persists) | "server" (the PIE world with authority) | "client" | "pie:N" | "pie" (ambiguous) | "game" (alias of "pie")
profileNoOptional collision profile name to apply first (e.g. "BlockAll", "OverlapAllDynamic", a custom preset)
responsesNoOptional { channel: response } map; channel = friendly name or ECC_* token, response = Ignore/Overlap/Block
actor_nameYesDisplay label or internal name of the target actor
component_nameNoPrimitive component name; defaults to the actor's root primitive component when omitted
collision_enabledNoOptional NoCollision/QueryOnly/PhysicsOnly/QueryAndPhysics

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.4/5.0
Behavior4/5

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

Annotations already declare destructiveHint=true and idempotentHint=true, but the description adds non-obvious operational behavior: the exact application order (profile -> enabled -> per-channel), the collision-enabled off/on toggle that forces filter-data rebuild, and Actor->Modify() marking the OFPA package dirty so save_level persists. This is meaningful context beyond the structured hints.

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?

Dense and front-loaded, leading with the core action and sibling relationship before the ordering and side-effect detail. It is long, but nearly every clause carries technical information an agent needs; only minor tightening is possible.

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?

There is no output schema, and the description fully enumerates the return shape (actor_name, responses_applied, collision_enabled_effective, rebuilt, PIE/world fields). Combined with the ordering and dirty-marking behavior, an agent has everything needed to call it correctly.

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 baseline is 3, but the description adds real meaning: channel keys accept friendly display names or ECC_* tokens (and this is how custom channels the BlockAll profile leaves at Ignore get blocked), component_name defaults to the root primitive, and the profile expands into the response array.

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 (sets collision on a placed actor's UPrimitiveComponent) and explicitly positions itself as 'the placed-actor twin of set_blueprint_component_collision', a real sibling. An agent can distinguish it from the blueprint variant without opening either 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?

The 'placed-actor twin' framing tells the agent to use this for actors placed in a level rather than blueprint assets, and it explains actor/component resolution. It stops short of an explicit when-not-to-use clause, but the sibling routing is clear.

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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