Skip to main content
Glama

set_pawn_properties

Sets Pawn/Character defaults for auto-possession, controller rotation, and damageability. Use after confirming the Blueprint is a Pawn/Character subclass to prepare AI or possession workflows.

Instructions

Set common Pawn/Character class defaults on a Blueprint.

Use this after confirming the Blueprint is a Pawn or Character subclass. Compile and read back class defaults before building AI or possession workflows on top of the changed defaults.

Args: blueprint_name: Pawn/Character Blueprint asset name or path. auto_possess_player: Optional AutoPossessPlayer enum value/name. auto_possess_ai: Optional AutoPossessAI enum value/name. use_controller_rotation_yaw: Optional bUseControllerRotationYaw. use_controller_rotation_pitch: Optional bUseControllerRotationPitch. use_controller_rotation_roll: Optional bUseControllerRotationRoll. can_be_damaged: Optional bCanBeDamaged default.

Returns: Dict with per-property native mutation results.

KB: see knowledge_base/04_AI_SYSTEMS.md#pawn-and-controller-setup Example: set_pawn_properties(blueprint_name="/Game/BP_Enemy", auto_possess_ai="PlacedInWorldOrSpawned")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
blueprint_nameYes
can_be_damagedNo
auto_possess_aiNo
auto_possess_playerNo
use_controller_rotation_yawNo
use_controller_rotation_rollNo
use_controller_rotation_pitchNo

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 provided, the description carries the full behavioral disclosure burden. It does state that this is a mutation operation and that returns are 'per-property native mutation results.' However, it does not disclose whether the tool itself saves or compiles the Blueprint, what happens if the asset is not a Pawn/Character subclass, or other side effects beyond changing defaults.

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, structured, and front-loaded with the essential purpose. The Args block, return note, KB reference, and example each add value without filler. Every sentence earns its place.

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?

Given 7 parameters, no annotations, no output schema, and zero schema coverage, the description covers the essentials: what the tool does, when to use it, how each parameter maps, what it returns, and an example. Missing details are the full enum value lists and explicit failure/side-effect behavior, but the overall package is strong.

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 does so well: each parameter is explained with its UE property name or enum meaning, and the example shows a concrete value for auto_possess_ai. It stops short of enumerating the allowed enum values, which would make it even stronger.

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: 'Set common Pawn/Character class defaults on a Blueprint.' It clearly scopes the operation to Pawn/Character subclass defaults, which distinguishes it from generic setters like set_blueprint_property, set_actor_property, set_static_mesh_properties, and set_skeletal_mesh_properties in the sibling list.

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 explicit sequencing guidance: confirm the Blueprint is a Pawn or Character subclass before use, and compile and read back class defaults before building AI or possession workflows. It does not explicitly name alternative tools or state when not to use it, but the precondition creates a clear boundary.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Deploy Server

Other Tools