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set_view_target

Set the runtime player camera to follow a specified actor during PIE or simulation, with optional blend time and player index. Use it to direct in-game camera views to actors found by label or path.

Instructions

Set the runtime player camera view target to an actor.

This is intended for PIE/simulation. Use focus_editor_camera for the editor viewport.

Args: actor: Actor label, object name, or full path returned by find_actor. blend_time: Camera blend duration in seconds. player_index: Local player/controller index.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
actorYes
blend_timeNo
player_indexNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.0.2

TDQS

A4.3/5.0
Behavior3/5

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

No annotations are provided, so the description carries the full behavioral burden. It discloses the runtime/PIE-only scope, which is genuinely useful context, but says nothing about whether the change persists, permission requirements, or behavior when the actor is invalid. Adequate but incomplete for a mutation tool with zero annotation coverage.

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?

Front-loads the core action in one sentence and follows with the sibling routing and a compact Args block. Well-sized, though the Args listing is slightly redundant with the schema at a small cost to tightness.

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?

An output schema exists, so return-value detail is unnecessary. The description covers purpose, scope, alternative tool, and all three parameters, leaving only edge-case behavior (invalid actor, failure modes) unstated.

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, and it does: actor accepts a label, object name, or full path from find_actor; blend_time is in seconds; player_index is a local player/controller index. Units and accepted formats add real value beyond the bare schema types.

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?

States a specific verb (set) and resource (runtime player camera view target to an actor), and explicitly distinguishes itself from focus_editor_camera. An agent can identify this tool from the sibling list without opening the schema.

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?

Gives both the when ('intended for PIE/simulation') and the when-not with the named alternative ('Use focus_editor_camera for the editor viewport'). This is exactly the routing guidance an agent needs.

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