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set_packaging_setting

DestructiveIdempotent

Set and verify Unreal Engine packaging settings in DefaultGame.ini. Persist a key like bUsePakFile and read it back to confirm the change.

Instructions

Write a /Script/UnrealEd.ProjectPackagingSettings key into DefaultGame.ini (via GConfig) and read it back to verify

Returns: { setting, section, ini_file, value_type, applied, read_back, verified }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
valueNoa bool, string or number to persist.
settingYesthe ini key, e.g. "bUsePakFile" (bool) or "BuildConfiguration"

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A3.5/5.0
Behavior4/5

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

Annotations already declare readOnly=false, destructive=true, and idempotent=true, so the safety profile is covered. The description adds genuine context beyond them: the write goes through GConfig into DefaultGame.ini, and the value is read back to verify, which explains the idempotent/verification behavior. It stops short of saying what prior value is overwritten.

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?

Two tight lines, front-loaded with the operation and followed by the exact return shape. Nothing is wasted, though the return-field list is a flat enumeration rather than grouped or explained.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

With no output schema, the description compensates by listing the returned fields (setting, section, ini_file, value_type, applied, read_back, verified), which tells the agent it gets a verification result. Combined with 100% schema coverage and annotations, this is nearly complete; only the routing to sibling config setters is missing.

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 both parameters (setting, value) are documented in the schema with examples like "bUsePakFile" and "BuildConfiguration". The description adds no further parameter meaning, so the baseline 3 applies.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a specific verb (write) and resource (a /Script/UnrealEd.ProjectPackagingSettings key in DefaultGame.ini via GConfig), plus the verification step. It does not, however, differentiate itself from near siblings like set_engine_ini_value or set_project_settings_value, so an agent cannot route between them from this text alone.

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

Usage Guidelines2/5

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

There is no statement of when to use this tool, when not to, or which alternative handles engine-wide vs. project vs. plugin settings. The behavior is described, but the selection guidance an agent needs against the many sibling setters is absent.

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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