Skip to main content
Glama

set_sequence_display_rate

DestructiveIdempotent

Adjust the timeline frame rate of a Level Sequence, rescaling existing frame numbers to match the new playback speed. Use it to align animation timing or correct fps mismatches in Unreal Engine 5.

Instructions

Set the display frame rate of a Level Sequence. The display rate is the asset-level "play rate" (frames per second of the timeline). Changing it rescales how existing frame numbers map to time. Backed by UMovieScene::SetDisplayRate(FFrameRate). Note: The numerator/denominator are integers (FFrameRate), so the fps argument is rounded to the nearest whole-number fps. For non-integer rates (e.g. 23.976) the caller should still pass the closest whole number; the engine does not support fractional FFrameRate numerators without a custom non-integer tick resolution.

Returns: { sequence_path: string, fps: float, numerator: int, denominator: int, verified: bool, saved: bool, save_error?: string }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
fpsYesNew display rate in frames per second. Must be > 0.
sequence_nameNoAlias for sequence_path.
sequence_pathNoAsset path of the Level Sequence.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changedv1.2.0
    • changedInput schema / required
      Previous value: -[
      -  "sequence_path",
      -  "fps"
      -]New value: +[
      +  "fps"
      +]
  2. First observedv1.1.0

TDQS

A3.8/5.0
Behavior4/5

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

Annotations already declare destructiveHint=true, idempotentHint=true and readOnlyHint=false, so the safety profile is covered. The description adds real behavioral context beyond that: it warns that the change rescales how existing frame numbers map to time, and that the fps value is silently rounded to a whole number while fractional rates are unsupported. That rounding gotcha is exactly the kind of thing annotations cannot convey.

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-loaded with the core action, followed by the concept definition, the rounding caveat, and the return shape. Sentences earn their place, though the 'Backed by UMovieScene::SetDisplayRate(FFrameRate)' line is implementation detail of marginal value to an agent.

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?

No output schema exists, but the description supplies the full return shape (sequence_path, fps, numerator, denominator, verified, saved, save_error), which also signals that the asset is persisted and may fail to save. Combined with the mutation annotations and the rate caveat, an agent has nearly everything needed to call it correctly.

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 baseline is 3, but the description goes further than the schema's 'Must be > 0': it explains that numerator/denominator are integers, that fps is rounded to the nearest whole number, and that callers should pass the closest whole number for rates like 23.976. This is substantive semantics the schema does not carry.

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?

States a precise verb+resource ('Set the display frame rate of a Level Sequence') and defines the concept inline ('the asset-level play rate ... rescales how existing frame numbers map to time'), which is genuinely clarifying. It does not, however, distinguish itself from the sibling set_sequence_frame_rate, leaving an agent to guess which of the two near-identically named tools to call.

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

Usage Guidelines3/5

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

Usage is implied by the operation itself, and the note does tell the caller what value to pass for fractional rates, which is useful call-time guidance. But there is no explicit when-to-use/when-not statement or named alternative, and the split from set_sequence_frame_rate is never addressed.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Deploy Server

Other Tools