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add_call_interface_function_node

Adds a Blueprint Interface function call node to a blueprint, allowing safe invocation on any target actor that implements the interface without direct casting.

Instructions

Add a node to call a Blueprint Interface function on a target object.

From Ch. 16: The VRPawn calls TriggerPressed on whatever Grabbable Actor the controller is holding - if the Actor implements VRInteractionBPI, the function executes; if not, nothing happens (safe call, no crash).

This is the key advantage of interfaces over direct casting: you can call functions on unknown object types safely.

Args: blueprint_name: Blueprint making the call interface_name: Interface containing the function function_name: Interface function name to call target_variable: Variable or node providing the target Actor reference node_position: [X, Y] graph position

KB: see knowledge_base/10_WORLD_BUILDING.md#overview Example: add_call_interface_function_node(blueprint_name="/Game/MCP_Test/BP_Example", interface_name="ExampleName", function_name="ExampleName")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
function_nameYes
node_positionNo
blueprint_nameYes
interface_nameYes
target_variableNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

B3.4/5.0
Behavior3/5

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

No annotations are provided, so the description carries the full burden. It does disclose the key runtime behavior: if the target doesn't implement the interface, 'nothing happens (safe call, no crash).' However, it omits that this is a graph-mutating operation, that the blueprint/interface must already exist, and what happens on failure (invalid interface name, unimplemented interface).

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

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

The structure is well-organized with Args, KB, and Example sections, and the core purpose is front-loaded. However, the 'From Ch. 16' narrative about VRPawn and TriggerPressed spans three sentences of background that could be condensed into one, adding bulk beyond what's needed for tool selection and invocation.

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

Completeness3/5

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

For a moderate-complexity node-adding tool with no annotations and 0% schema coverage, the description covers parameters, provides a concrete example, and references knowledge base documentation. It is incomplete on prerequisites (interface already created, blueprint loaded), failure behavior, and explicit differentiation from the near-identical sibling bp_add_call_interface_function. The output schema presumably covers return values.

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 description coverage is 0%, and the description compensates well by documenting all 5 args with meaning beyond the schema titles: blueprint_name is 'Blueprint making the call', target_variable is 'Variable or node providing the target Actor reference', and node_position is specified as '[X, Y] graph position'. The example also demonstrates the expected /Game/... path format. Slight ambiguity remains around target_variable's default-empty semantics.

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 first sentence states a specific verb+resource: 'Add a node to call a Blueprint Interface function on a target object.' This clearly conveys what the tool does. It doesn't explicitly differentiate from the near-identically named sibling bp_add_call_interface_function, and the conceptual focus on interfaces-vs-casting only indirectly separates it from add_cast_node and add_blueprint_function_node.

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?

The description explains the conceptual advantage of interfaces ('you can call functions on unknown object types safely' vs 'direct casting'), which implies when this tool is appropriate. However, it never names alternatives or states explicit when-to-use/when-not-to-use conditions, leaving the agent to infer selection criteria from the interface-vs-casting discussion.

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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