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trigger_behavior_on_actor

Destructive

Start a configured gameplay behavior on a Pawn found by label in the editor world, then track it until it ends or is stopped.

Instructions

Start the behavior of a UGameplayBehaviorConfig on a Pawn found by label in the editor world: the config supplies its UGameplayBehavior, whose Trigger runs on the pawn, and the world UGameplayBehaviorSubsystem tracks it until it ends or end_behavior_on_actor stops it. triggered=false means the behavior refused. Runtime only: nothing is saved or undoable. A config without BehaviorClass (see set_behavior_class), no subsystem in the editor world (see get_behavior_subsystem_info), a missing actor or a non-Pawn is an error.

Returns: { config_path: string, actor_label: string, behavior_class: string, triggered: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
actor_labelYesLabel of the Pawn actor in the editor world to receive the behavior.
config_pathYesContent path of the UGameplayBehaviorConfig.

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?

Annotations already declare destructiveHint=true and idempotentHint=false, and the description adds substantial non-obvious context: triggered=false means the behavior refused, nothing is saved or undoable (runtime only), and the exact error conditions (missing BehaviorClass, absent subsystem, missing actor, non-Pawn). This goes well 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.

Conciseness4/5

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

Front-loads the core action, then layers runtime/error caveats and a compact return shape in one dense but purposeful paragraph. No filler sentences, though the single run-on structure is slightly heavy.

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?

With no output schema, the description supplies the return shape itself ({config_path, actor_label, behavior_class, triggered}), plus error conditions, persistence semantics, and prerequisite tool references. An agent has everything needed to invoke and interpret the result correctly.

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 both parameters are already documented in the schema. The description adds only marginal meaning (that actor_label must resolve to a Pawn, that config_path is a content path), which is the expected baseline when the schema does the heavy lifting.

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 (start), resource (UGameplayBehaviorConfig's UGameplayBehavior), and target (a Pawn found by label in the editor world). It is clearly distinguishable from siblings like end_behavior_on_actor, create_behavior_config, and set_behavior_class without opening any 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?

Gives clear context: it names set_behavior_class as the way to supply a BehaviorClass and get_behavior_subsystem_info for the subsystem, and end_behavior_on_actor as the stop path. It also lists conditions that make the call an error. It stops short of an explicit when-to-use-this-vs-that comparison but the routing signals are strong.

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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