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set_pie_list_view_items

DestructiveIdempotent

Populate a live PIE UListView or UTileView by resolving actor names or /Game asset paths into UObjects, then setting or appending the item list.

Instructions

Populate a LIVE UListView/UTileView in the running PIE session. Resolves widget_name (optionally drilling into child_name) among the active viewport UserWidgets using the same walk click_pie_widget uses, resolves each entry in items[] to a UObject* (an actor name/label in the PIE world, else a /Game asset path via FSoftObjectPath::TryLoad), then calls SetListItems (or AddItems when append=true). Companion to add_list_view/add_tile_view, which only construct an EMPTY view.

Returns: { success, widget_name, resolved_widget, resolved_class, child_name?, player_index, requested_items, resolved_count, unresolved_items[], append, refresh, refresh_note, item_count_after, world: string, world_name: string|null, world_package: string|null, world_type: string|null, net_mode: string|null, pie_instance: number }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
itemsYesRequired array of strings. Each entry is either an actor name/label to resolve in the PIE world, or a /Game asset path to load via FSoftObjectPath::TryLoad.
worldNoOptional world selector: absent/'pie' (default) | 'server' | 'client' | 'pie:N' | 'game' (alias of 'pie'). In a 2-player PIE session each client owns its own widgets.
appendNoOptional (default false). false = SetListItems (replaces the current item list). true = AddItems (appends).
refreshNoOptional (default true). Accepted for API symmetry: UListView::SetListItems/AddItems call UListViewBase::RequestRefresh() UNCONDITIONALLY, so refresh=false cannot honestly suppress it -- see refresh_note in the response rather than a silent no-op.
child_nameNoOptional: after resolving widget_name, drill into a descendant widget with this name and populate THAT widget instead.
widget_nameYesRequired. Name of the target UListView/UTileView in the live tree (as reported by read_pie_widgets), resolved the same way click_pie_widget resolves widget_name.
player_indexNoOptional (default 0): restrict widget resolution to viewport UserWidgets owned by this local player index (single-player PIE resolves globally).

Schema Changelog

Changes observed during successful MCP inspections.

  1. 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=true, idempotentHint=true) by explaining that SetListItems replaces the current list while AddItems appends, that widget_name resolution reuses the click_pie_widget walk, that items resolve either as PIE actor names or /Game paths via FSoftObjectPath::TryLoad, and that refresh=false cannot honestly suppress RequestRefresh. These are meaningful behavioral disclosures an agent could not infer from the annotations alone.

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-loads the verb, resource, and pipeline in the first sentence, then the sibling distinction, then the return shape. Dense but every element is load-bearing; the inline return-field enumeration is long but justified given there is no output 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 7-parameter mutation tool with no output schema, the description covers resolution mechanics, destructive replace-vs-append behavior, the refresh caveat, and enumerates the full return payload. An agent has everything needed to invoke it correctly and interpret the result.

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%, so the schema already documents resolution, append, refresh, and child_name semantics; the description largely restates these (actor name/label vs /Game path, optional child_name drilling). Baseline 3 is appropriate when the schema does the heavy lifting and the description adds little new parameter syntax.

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: 'Populate a LIVE UListView/UTileView in the running PIE session.' It also explicitly differentiates from siblings by noting add_list_view/add_tile_view only construct an EMPTY view, so an agent can select this tool without opening either schema.

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?

Clearly frames the tool as the 'Companion to add_list_view/add_tile_view, which only construct an EMPTY view,' implying the when-to-use context (populate after construction). No explicit when-not or exclusion is given, and append vs replace is left to the schema-described parameter rather than a usage condition, so it stops short of 5.

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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