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set_game_mode_for_level

Set the GameMode override for the current level to assign a GameMode Blueprint and control gameplay rules.

Instructions

Set the GameMode override for the current level (World Settings).

Args: game_mode_name: GameMode Blueprint name

KB: see knowledge_base/03_GAMEPLAY_FRAMEWORK.md#overview Example: set_game_mode_for_level(game_mode_name="ExampleName")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
game_mode_nameYes

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A3.5/5.0
Behavior2/5

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

With no annotations, the description must disclose behavior itself. It only states the action and does not mention whether the existing override is overwritten, whether the change persists, whether the GameMode must be loaded, or what happens on invalid input. As a mutation tool this leaves the agent unaware of side effects.

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 compact and front-loaded with purpose, followed by a parameter note, a KB pointer, and a relevant example. Every line contributes useful information without redundancy.

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 single-parameter setter the description is mostly sufficient, and an output schema exists so return values are covered. However, it lacks behavioral context about overriding the existing setting and does not state any constraints on the GameMode name, leaving minor but real gaps.

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?

The input schema provides only an unadorned string parameter with 0% description coverage. The description compensates by explicitly labeling game_mode_name as a GameMode Blueprint name and giving a concrete example call, which adds semantic clarity beyond the schema.

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 'Set the GameMode override for the current level (World Settings)' states a specific verb, resource, and scope. This clearly distinguishes it from sibling tools like create_game_mode (which creates a GameMode asset) and add_get_game_mode_node (which adds a blueprint node).

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?

No guidance is provided about when to use this tool versus creating a GameMode blueprint or setting a level property through other means. The description does not mention prerequisites such as the GameMode blueprint already existing, nor does it name alternatives or exclusions.

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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