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set_gameplay_cue_notify_actor_properties

DestructiveIdempotent

Set lifetime, instancing, and override properties on a GameplayCueNotify_Actor Blueprint's class default object, saving without recompiling or adding an undo entry. Omitted properties stay unchanged.

Instructions

Write the lifetime, instancing and override properties you pass on the class default object of an AGameplayCueNotify_Actor Blueprint (Looping ones included), then save it without recompiling and without an undo entry. Properties left out keep their values; passing none, or a Blueprint of another class, is an error. A running PIE session or a read-only root fails before any edit. It never sets the cue tag: set_gameplay_cue_notify_looping_properties does for Looping notifies, set_gameplay_cue_notify_static_properties and set_gameplay_cue_notify_burst_properties for non-actor ones. get_gameplay_cue_notify_info reads them back.

Returns: { cue_notify_path: string, properties_set: int, auto_destroy_on_remove: bool, auto_destroy_delay: number, auto_attach_to_owner: bool, is_override: bool, unique_instance_per_instigator: bool, unique_instance_per_source_object: bool, allow_multiple_on_active_events: bool, allow_multiple_while_active_events: bool, num_preallocated_instances: int, set: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
is_overrideNoOptional bool: this cue overrides parent-tag cues instead of running in addition
cue_notify_pathYesFull asset path of the GameplayCueNotify_Actor/_Looping Blueprint
auto_destroy_delayNoOptional float: seconds to stay alive before auto-destroy (needs auto_destroy_on_remove)
auto_attach_to_ownerNoOptional bool: attach the cue actor to the target while active
auto_destroy_on_removeNoOptional bool: auto recycle/destroy when OnRemove fires
num_preallocated_instancesNoOptional int: how many instances of the cue to preallocate
unique_instance_per_instigatorNoOptional bool: a new instance per instigator
allow_multiple_on_active_eventsNoOptional bool: re-trigger On Burst if already triggered
unique_instance_per_source_objectNoOptional bool: a new instance per source object
allow_multiple_while_active_eventsNoOptional bool: re-trigger On Become Relevant if already triggered

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.7/5.0
Behavior5/5

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

Annotations already declare destructiveHint=true and idempotentHint=true, and the description meaningfully adds that it saves without recompiling and without an undo entry (critical for an irreversible edit), that omitted properties retain their current values, and where it fails. This is substantive behavioral context beyond the annotation flags.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The main action and its save semantics are front-loaded, followed by partial-update semantics, failure conditions, sibling disambiguation, and a return-value block that is necessary because no output schema exists. Every sentence carries information and there is no filler.

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 supplies the missing return shape, the no-undo/recompile behavior, error and precondition cases, and cross-tool routing. Nothing an agent needs to invoke it safely and correctly is absent.

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% with all 10 parameters individually documented, so the schema carries parameter meaning. The description only loosely groups them as 'lifetime, instancing and override' and notes the cue tag is never set; it adds little that the schema does not already provide, matching the baseline 3.

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?

The description states a precise verb and resource: it writes lifetime, instancing and override properties onto the class default object of an AGameplayCueNotify_Actor Blueprint. It explicitly distinguishes itself from set_gameplay_cue_notify_looping_properties, set_gameplay_cue_notify_static_properties and set_gameplay_cue_notify_burst_properties, so the agent can route correctly without inspecting schemas.

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?

It gives explicit when-to-use (actor/looping notifies) and when-not (cue tag is set by the other sibling tools for looping/static/burst notifies), names the read-back companion get_gameplay_cue_notify_info, and states failure conditions: no properties or wrong-class Blueprint errors, and a running PIE session or read-only root fails before any edit.

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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