Skip to main content
Glama

set_anim_transition_rule_automatic

DestructiveIdempotent

Configure a transition's automatic rule in an Animation Blueprint state machine: enable firing when the source state's sequence player nears its end, and set the trigger time.

Instructions

Set the automatic rule of one transition (source_state to target_state) in a state machine of an Animation Blueprint: bAutomaticRuleBasedOnSequencePlayerInState and AutomaticRuleTriggerTime, both written every call (omitted means false and 0). Marks it structurally modified and saves without compiling; refused while PIE runs unless force=true.

Returns: { anim_blueprint_path, machine_name, source_state, target_state, enabled, trigger_time, rule_graph_has_result_node, saved, save_error? }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
forceNoOptional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.
enabledNoTrue lets the transition fire on its own when the sequence player of the source state nears its end (bAutomaticRuleBasedOnSequencePlayerInState); omitted writes false.
to_stateNoAlias of `target_state` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `target_state`.
from_stateNoAlias of `source_state` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `source_state`.
machine_nameYesName of the state machine that owns the transition
source_stateNoName of the source state (transition origin)
target_stateNoName of the target state (transition destination)
trigger_timeNoAutomaticRuleTriggerTime in seconds (default 0.0; negative = blend lead)
blueprint_nameNoAlias of `anim_blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `anim_blueprint_path`.
anim_blueprint_pathNoAsset path of the UAnimBlueprint

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changedv1.2.0
    • changedInput schema / properties / enabled / description
      Previous value: -"bAutomaticRuleBasedOnSequencePlayerInState (default false)"New value: +"True lets the transition fire on its own when the sequence player of the source state nears its end (bAutomaticRuleBasedOnSequencePlayerInState); omitted writes false."
  2. First observedv1.1.0

TDQS

A4.4/5.0
Behavior5/5

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

Goes well beyond the annotations (destructiveHint/idempotentHint) by disclosing that both properties are written on every call with omitted values coerced to false/0, that the asset is marked structurally modified, and that it saves without compiling. It also explains the PIE refusal reason and the force override, and gives the return shape.

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?

Front-loaded with the primary action, then the save/compile behavior, then the PIE caveat, then the return object. Dense and mostly waste-free, though the opening sentence packs several clauses that could be split for faster scanning.

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?

For a 10-parameter mutation tool with no output schema, the description covers the write semantics, defaults, side effects (structural modification, save-without-compile), the PIE precondition and the return payload, leaving nothing an agent needs missing.

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 already documents each parameter. The description still adds meaning by naming the two engine properties the parameters map to and by stating the overwrite default ('omitted means false and 0'), which is not obvious from the schema alone.

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 (Set) and resource (the automatic rule of one transition, source_state to target_state) and names the exact properties it writes (bAutomaticRuleBasedOnSequencePlayerInState, AutomaticRuleTriggerTime). This precisely separates it from siblings like set_anim_transition_rule_from_bool, set_anim_transition_rule_from_comparison and clear_anim_transition_rule.

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

Usage Guidelines3/5

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

Provides real operational guidance (refused during PIE unless force=true; omit params to write defaults), but never routes the agent among the close siblings that also write transition rules. Usage is implied by the 'automatic rule' framing rather than explicitly contrasted with alternatives.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Deploy Server

Other Tools