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ue_umg_set_widget_property

Set UMG widget properties like text, color, visibility, and image in Unreal Engine. Automatically converts types and applies each property separately, reporting failures individually.

Instructions

Imposta proprietà su un widget: testo, colore, visibilità, immagine.

Le proprietà di testo sono FText nel motore: passa una stringa normale, la conversione è automatica. I dict con x/y/z, pitch/yaw/roll o r/g/b diventano i tipi Unreal corrispondenti, e i path "/Game/..." vengono caricati come asset.

Restituisce applied e failed separati: una proprietà sbagliata non fa fallire le altre.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
widgetYes
propertiesYes
widget_blueprint_pathYes
Behavior4/5

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

With no annotations, the description carries the transparency burden. It discloses automatic FText conversion, dict-to-Unreal type mapping for vectors/colors, asset path loading, and the fact that a wrong property does not fail others. This is more transparent than typical mutation tools, but lacks details on persistence or 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?

Three compact sentences deliver purpose, conversion rules, and return behavior without redundancy. Every sentence contributes actionable information.

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 the core function and error handling, which is commendable given the absence of an output schema. However, it does not enumerate supported properties beyond examples, nor clarify how widget identity is specified. The return contract of `applied` and `failed` is stated, which is sufficient for basic invocation.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 0%, so the description must compensate. It elaborates on the `properties` parameter via conversion rules, but provides no explanation for `widget_blueprint_path` or `widget` beyond their names. The properties dict is well-served; the other two required params are not.

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 states 'Imposta proprietà su un widget' (sets properties on a widget) and lists concrete examples (text, color, visibility, image). This clearly identifies a specific action and resource, distinguishing it from sibling tools like ue_umg_set_slot or ue_umg_add_widget.

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

Usage Guidelines3/5

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

The description provides context about type conversions and error handling, but does not explicitly state when to use this tool over alternatives (e.g., ue_umg_set_slot) or when not to use it. Usage is implied by the tool name and description.

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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