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add_get_player_character_node

Add a Get Player Character node to a Blueprint to retrieve the player character reference for gameplay logic. Specify blueprint name and optional player index.

Instructions

Add a 'Get Player Character' node.

Args: blueprint_name: Blueprint name player_index: Player index (usually 0) node_position: Optional graph position

KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: add_get_player_character_node(blueprint_name="/Game/MCP_Test/BP_Example")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
player_indexNo
node_positionNo
blueprint_nameYes

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

C2.9/5.0
Behavior2/5

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

No annotations are provided, so the description carries the full burden of behavioral disclosure. It states that the tool adds a node but does not disclose that this mutates the blueprint graph, whether it will fail on an invalid blueprint_name, how node_position defaulting behaves, or any side effects. 'Usually 0' hints at player_index semantics, but overall behavioral disclosure is thin for a mutation tool.

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?

The description is compact and well-structured: a one-line purpose, a clean args list, a KB reference, and a concrete example. Every line earns its place and the purpose is front-loaded. The only minor weakness is that the KB path is cryptic without further context, but overall it is efficient.

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?

Given the tool's relative simplicity, an output schema exists (so return values need not be explained), and the example covers the required parameter, the description is workable. However, it omits prerequisites (blueprint must exist/be valid), node_position format, and any behavior-on-failure details. Adequate for a simple tool but with clear gaps.

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 0%, so the description must compensate. It lists all 3 parameters with brief meanings ('Blueprint name', 'Player index (usually 0)', 'Optional graph position') and the example clarifies the blueprint_name format (/Game/...). However, the semantics are shallow: node_position array format is not explained (e.g., [x, y] coordinates), and why player_index is 'usually 0' is left vague. Partial compensation only.

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 and resource: 'Add a Get Player Character node.' While it closely mirrors the tool name, it confirms the node type distinctly enough to separate it from similarly named siblings like add_get_player_controller_node, and the example shows the expected Blueprint asset path format. It is clear, though it relies on the node name rather than prose to differentiate from alternatives.

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?

The description provides an invocation example and a KB pointer, but gives no guidance on when to use this tool versus the many sibling node-adding tools (e.g., add_get_player_controller_node, add_get_game_mode_node). There is no mention of prerequisites such as the blueprint needing to exist or be open, and no when-not-to-use guidance. Usage context is only implied.

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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