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ue_set_component_default

Set default component property values on a Blueprint's component template, including EditDefaultsOnly properties that Unreal prohibits on spawned instances. Configure component defaults directly on the Blueprint.

Instructions

Scrive una proprietà sul template di un componente di un Blueprint, non su un'istanza piazzata nel livello.

È la via per le proprietà EditDefaultsOnly, che Unreal rifiuta di scrivere su un attore spawnato ("cannot be edited on instances") — per esempio SensesConfig di un AIPerceptionComponent. Per gli attori già nel livello usa invece ue_set_actor_property.

Args: blueprint_path: Blueprint che contiene il componente. component_name: nome come si vede nell'editor. property_name: nome della proprietà (snake_case o PascalCase secondo quanto accetta la classe). value: valore JSON; dict con x/y/z, pitch/yaw/roll o r/g/b vengono convertiti nei tipi Unreal corrispondenti, e i path /Game/... vengono caricati come asset.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
valueYes
property_nameYes
blueprint_pathYes
component_nameYes
Behavior4/5

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

With no annotations provided, the description carries the full burden. It discloses the key behavioral trait (template vs instance) and the error scenario ("cannot be edited on instances"), plus value conversion behavior. It could go further by noting persistence to the asset or effects on existing instances, but it already provides substantial unexpected behavior context.

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 and front-loaded, with the core distinction stated first, followed by practical guidance, a concrete example, and a compact parameter list. Every sentence earns its place with no redundancy or filler.

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 the tool's simplicity and the rich parameter documentation, the description is nearly complete. It lacks an explicit mention of success/error return types, but for a property setter this is a minor gap. The alternative tool reference and the example make it highly usable in context.

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?

Schema description coverage is 0%, but the description compensates fully by explaining each parameter: blueprint_path names the containing Blueprint, component_name is as seen in the editor, property_name accepts snake_case or PascalCase, and value includes detailed JSON conversion rules (vectors, rotators, colors, asset paths). This is strong added value beyond the bare 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 description clearly states a specific action: writing a property on a component's template inside a Blueprint, explicitly contrasted with editing an instance in the level. It distinguishes itself from related tools like ue_set_actor_property and focuses on a precise Unreal concept (EditDefaultsOnly).

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description gives explicit guidance on when to use this tool: for EditDefaultsOnly properties that Unreal rejects on instances, with a concrete example. It also names the alternative tool (ue_set_actor_property) for actors already in the level, making the decision clear.

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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