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add_set_timer_by_function_name_node

Adds a looping timer node to a Blueprint that calls a named function at a set interval, enabling recurring actions such as enemy spawning or stamina regeneration.

Instructions

Add a 'Set Timer By Function Name' node for recurring callbacks.

Ch.10: Used in enemy spawner to periodically call SpawnEnemy. Ch.8: Used for stamina regeneration over time. Starts a timer that calls the named function after the specified delay.

Args: blueprint_name: Blueprint name function_name: Name of the function to call on timer tick timer_rate: Time in seconds between calls looping: If True, repeats indefinitely node_position: Optional [X, Y] graph position

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

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
loopingNo
timer_rateNo
function_nameNoSpawnEnemy
node_positionNo
blueprint_nameYes

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A4.1/5.0
Behavior3/5

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

With no annotations, the description carries the full burden. It explains that a timer is started and calls the named function after the delay, and clarifies looping behavior. It does not explicitly disclose that this mutates a blueprint graph or mention prerequisite states such as the blueprint existing, though 'Add a node' implies graph modification.

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, use cases, args list, KB pointer, and example. Each section earns its place, though the chapter references add context rather than essential invocation detail.

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?

The description covers parameters, semantics, a representative example, and a KB reference. Since an output schema exists, return-value details are not required. It could be more complete by noting the node is added to an existing blueprint and that compiled/saved state is not handled here.

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. It lists all five parameters with useful semantics: timer_rate in seconds, looping behavior, and node_position as optional [X,Y]. Some entries like 'blueprint_name: Blueprint name' are terse, but the example clarifies the expected path format.

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 opens with a specific verb and resource: 'Add a Set Timer By Function Name node for recurring callbacks.' It clearly distinguishes this from sibling add_set_timer_by_event_node by naming the function-name mechanism and providing use cases such as enemy spawner and stamina regeneration.

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?

Concrete usage context is provided with chapter references and examples (periodic SpawnEnemy calls, stamina regeneration), which makes the intended scenario clear. However, it does not explicitly state when to prefer this over add_set_timer_by_event_node or other timer-related tools.

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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