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add_remove_from_parent_node

Adds a RemoveFromParent node to a Blueprint, hiding or removing the specified widget from the viewport, commonly used to close menus.

Instructions

Add a RemoveFromParent node to hide/remove a widget from the viewport.

From Ch. 8 and Ch. 11: Used to close menus. When a player clicks "Resume" on the pause menu, RemoveFromParent removes the widget.

Args: blueprint_name: Blueprint to add the node to widget_variable: Variable holding the widget reference (empty = self) node_position: [X, Y] graph position

KB: see knowledge_base/06_UI_UMG_SYSTEMS.md#overview Example: add_remove_from_parent_node(blueprint_name="/Game/MCP_Test/BP_Example")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
node_positionNo
blueprint_nameYes
widget_variableNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A4.2/5.0
Behavior3/5

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

With no annotations, the description must disclose behavioral aspects. It explains the node's effect (hide/remove widget) and gives a menu-closing example. However, it does not clarify that this is a graph-editing operation that does not execute immediately, nor does it mention side effects like whether the widget is destroyed or just hidden. It also omits edge cases (e.g., invalid widget variable, node placement in wrong graph). This is acceptable but not exhaustive.

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 well-structured with an intro, context, parameter list, KB reference, and example. It is moderately sized but every part adds value. The purpose is front-loaded, and the example is helpful. Minor redundancy in the chapter references could be trimmed, but overall it is efficient.

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?

For a graph-editing tool, the description covers the key inputs and gives a concrete example. It mentions the UMG context and provides a KB pointer. It does not describe the return value or potential errors, but given that the schema indicates an output schema (not shown), the description's omission is acceptable. It is sufficiently complete for an agent to call it correctly.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The schema provides no descriptions (coverage 0%), so the description's parameter explanations are essential. It clearly defines each parameter: blueprint_name (target blueprint), widget_variable (reference, with 'empty = self' hint), and node_position (graph coordinates). This adds significant meaning beyond the raw schema and enables correct invocation.

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?

The description clearly states the tool's function: adding a RemoveFromParent node to a blueprint graph, with a specific use case (closing menus). It distinguishes itself from other node-adding tools by naming the node type and its purpose. The example further clarifies the target blueprint parameter. This is specific and unambiguous.

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?

The description provides clear context for when to use this tool: when needing to add a RemoveFromParent node, particularly for menu closing scenarios. It references chapters as guidance but does not explicitly name alternative tools or state when not to use it. Given the large sibling set of node-adders, a brief mention of alternatives (e.g., 'use add_widget_to_viewport to show widgets') would improve it, but the context is sufficient.

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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