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set_data_layer_parent

DestructiveIdempotent

Set or clear a World Partition data layer instance's parent in Unreal Editor by asset path; omit the parent path to detach it to the root.

Instructions

Sets (or clears) the parent of a data layer instance in the editor world's World Partition (twin of create_data_layer_instance). Uses UDataLayerEditorSubsystem::SetParentDataLayer, verified by read-back (GetParent() must equal the requested parent). Both instances are resolved from their UDataLayerAsset paths (create the instances first via create_data_layer_instance). Pass parent_data_layer_asset_path empty/omitted to detach (reparent to root). Requires a World Partition world; on a non-WP (default) map this returns an honest error (no editor-world swap). Idempotent: already_parented=true when the instance already had the requested parent. Note: SetParentDataLayer returns false (parented=false) when the engine rejects the relationship (CanBeChildOf()==false, e.g. a runtime child under an editor parent or a cycle); the read-back reports the honest result.

Returns: { data_layer_asset_path: string, parent_data_layer_asset_path: string, instance_name: string, parent_instance_name: string, parented: bool, already_parented: bool, note?: string }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
data_layer_asset_pathYesFull /Game path to the child UDataLayerAsset (its instance must exist in the world).
parent_data_layer_asset_pathNoFull /Game path to the parent UDataLayerAsset (its instance must exist in the world). Omit or pass empty to clear the parent (reparent to root).

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.8/5.0
Behavior5/5

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

Annotations already declare destructive and idempotent, and the description adds substantial context beyond them: read-back verification via GetParent(), the already_parented=true idempotency semantics, the WP-world requirement, and the engine-rejection case (CanBeChildOf()==false, cycles) producing parented=false. This is a rich behavioral disclosure.

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?

The purpose and scope lead, followed by prerequisites, edge cases, and the return shape. It is dense and longer than average but every sentence carries non-redundant information; 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?

For a mutation tool with no output schema, the description documents the return fields (parented, already_parented, note) and covers the error and rejection paths, so an agent has everything needed to call it 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 baseline is 3, but the description reinforces the detach semantics (empty/omitted clears the parent) and adds the constraint that both instances must already exist in the world, which is meaningful beyond the schema's field descriptions.

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 (set/clear the parent of a data layer instance) and scopes it to the editor world's World Partition, immediately distinguishing it from siblings like create_data_layer_instance, remove_data_layer_instance, and assign_actor_to_data_layer_instance.

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

Usage Guidelines5/5

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

Gives explicit prerequisites (create the instances first via create_data_layer_instance), the detach case (empty/omitted parent path reparents to root), and the when-not condition (non-WP map returns an honest error rather than swapping worlds). Alternatives and conditions are both covered.

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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