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set_motion_warping_target_rotation

DestructiveIdempotent

Set an existing motion-warping target's world rotation by internal actor and target names while keeping location. Rebuilds it as a plain transform target and returns old/new pitch, yaw, roll.

Instructions

Set the rotation of an existing warp target of an editor-world actor (found by internal name), keeping its Location. The target is rebuilt as a plain transform target, so a component-based one loses its Component, BoneName, follow flag and offsets. WarpTargets is Transient: not saved.

Returns: { actor_name, warp_target_name, previous_pitch, previous_yaw, previous_roll, new_pitch, new_yaw, new_roll, changed: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
rotationNoPREFERRED: the OBJECT {"roll":R,"pitch":P,"yaw":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. New world rotation in degrees as [pitch, yaw, roll]; omitted means [0, 0, 0].
actor_nameYesInternal object name of the actor with the UMotionWarpingComponent, e.g. "BP_Hero_C_0"; the outliner label does not match.
warp_target_nameYesFName of the existing warp target on the component

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed2 schema fields changedv1.2.0
    • changedInput schema / properties / actor_name / description
      Previous value: -"Engine name of the actor carrying the UMotionWarpingComponent"New value: +"Internal object name of the actor with the UMotionWarpingComponent, e.g. \"BP_Hero_C_0\"; the outliner label does not match."
    • changedInput schema / properties / rotation / description
      Previous value: -"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. New [pitch, yaw, roll] rotation in degrees (world space)"New value: +"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. New world rotation in degrees as [pitch, yaw, roll]; omitted means [0, 0, 0]."
  2. First observedv1.1.0

TDQS

A4.5/5.0
Behavior5/5

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

Annotations only cover the safety profile (readOnly=false, destructive=true, idempotent=true). The description goes well beyond them, disclosing that the target is rebuilt as a plain transform target and that a component-based one loses Component, BoneName, follow flag and offsets, plus that WarpTargets is Transient and unsaved. This is exactly the destructive-behavior context an agent needs.

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?

Three front-loaded sentences plus a return-type line; the destructive consequence and persistence caveat each earn their place, and no sentence restates the name or schema.

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 mutating, destructive tool with no output schema, the description covers the loss of component data, the transient persistence, the lookup key, and even enumerates the return payload. Annotations cover the safety profile, leaving no significant gap.

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 coverage is 100% and the schema itself carries the detailed rotation semantics (object vs array, pitch/yaw/roll order warning, actor internal-name caveat). The description only reinforces 'found by internal name' and 'existing target', adding little beyond the schema, so the baseline 3 is appropriate.

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 precise verb (Set), resource (rotation of a warp target), and scope (existing target of an editor-world actor, found by internal name). This clearly separates it from sibling motion-warping tools like set_motion_warping_target_location or add_warp_target_to_component without needing their schemas.

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 phrase 'existing warp target' establishes a precondition (the target must already exist, so use add_warp_target_to_component otherwise), and 'keeping its Location' implicitly routes rotation-only changes here rather than to the location setters. It stops short of explicitly naming alternative tools or stating when not to use it.

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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