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add_sequence_player_node

Add a Sequence Player node to an Animation Blueprint AnimGraph for direct animation sequence playback. Provide the AnimBP and sequence asset, then compile the graph for runtime use.

Instructions

Add a Sequence Player node to an Animation Blueprint AnimGraph.

Use this for direct animation-sequence playback in generated AnimBP graphs, then inspect the graph and compile the AnimBP before relying on the node at runtime.

Args: anim_blueprint_name: Animation Blueprint asset path or name. sequence_asset: Animation sequence asset path. graph_name: Optional graph name; defaults to the AnimGraph. node_position: Optional [X, Y] graph position. wire_to_root: Whether to wire the pose output directly to Root. loop: Whether the sequence player should loop.

KB: see knowledge_base/05_ANIMATION_SYSTEM.md#animgraph-native-authoring Example: add_sequence_player_node(anim_blueprint_name="/Game/ABP_Enemy", sequence_asset="/Game/Anims/A_Idle")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
loopNo
graph_nameNo
wire_to_rootNo
node_positionNo
sequence_assetYes
anim_blueprint_nameYes

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?

No annotations are provided, so the description carries the full burden. It does disclose meaningful behavior: the compile-before-runtime requirement, wire_to_root wiring semantics, and that graph_name defaults to the AnimGraph. However, it does not disclose whether adding the node overwrites existing nodes at the position, whether the blueprint asset is saved/dirtied, or failure behavior for invalid asset paths. For a mutation tool with zero annotation coverage, the disclosure is partial but not absent.

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

Conciseness5/5

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

The description is well-structured: a one-line purpose statement, a usage-context sentence, a compact Args list, a KB pointer, and an invocation example. Content is front-loaded and every section earns its place; the length is justified by the need to document six parameters at 0% schema coverage.

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 6-parameter tool with an output schema and no annotations, the description is nearly complete: all parameters are explained, an example shows a realistic call, a KB reference points to deeper documentation, and the compile requirement is stated. It does not document error cases or explicit preconditions (e.g., whether the target AnimBP must already exist), but the output schema covers return values, so the remaining gap is minor.

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%, so the description must compensate, and it does: the Args section documents all 6 parameters with meaningful context beyond the schema. It clarifies that anim_blueprint_name accepts a path or name, node_position is formatted as [X, Y], graph_name defaults to the AnimGraph, and wire_to_root explains what the pose output connection does. Some entries are terse ("Whether the sequence player should loop" adds little over the schema's default), but overall the compensation is strong.

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 opening sentence states a specific verb and resource: "Add a Sequence Player node to an Animation Blueprint AnimGraph." It is immediately distinguishable from the many sibling add_*_node tools because it targets a Sequence Player specifically within an AnimGraph, and no sibling covers this exact operation (add_blend_space_node, add_state_machine, connect_anim_graph_nodes are all different).

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 gives clear positive guidance: "Use this for direct animation-sequence playback in generated AnimBP graphs," and states a required post-condition (inspect the graph and compile the AnimBP before relying on the node at runtime). It lacks explicit exclusions or named alternatives (e.g., when to reach for anim_create_montage instead), but the stated context is enough to route an agent correctly.

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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