remove_statetree_node
Remove a task, evaluator, or condition by GUID.
This record as markdown: /tools/aadeshrao123-unreal-mcp/remove-statetree-node.md
What remove_statetree_node does on Unreal-MCP
AI agents call remove_statetree_node to permanently remove resources in Unreal-MCP, typically in cleanup and lifecycle workflows. It does its job in a single call, and there is no undo.
Why remove_statetree_node is rated Critical
This tool deletes data structures (StateTree nodes) that are integral to game logic and AI behavior trees. While Unreal Editor typically supports undo, the tool itself performs an irreversible deletion operation. The impact is significant because removing nodes from state trees can break game logic and behavior systems.
From the tool's definition Tool name uses 'remove' and description explicitly states 'Remove a task, evaluator, or condition' from a StateTree structure. Removal of nodes from a complex game logic system like Unreal's StateTree is irreversible without undo.
Attacks that exploit this kind of access
The rule that runs remove_statetree_node safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Unreal-MCP, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For remove_statetree_node, this is the rule to start with:
remove_statetree_node is removed from the agent's tool list entirely, so the agent never calls it. The rest of the server keeps working.
The button opens the PolicyLayer dashboard: create your workspace, connect Unreal-MCP, apply this rule, and every remove_statetree_node call is checked against it from then on.
Questions about remove_statetree_node
Remove a task, evaluator, or condition by GUID. It is categorised as a Destructive tool in the Unreal-MCP MCP Server, which means it can permanently delete or destroy data. Block by default and require explicit approval.
Register the Unreal MCP server in PolicyLayer and add a rule for remove_statetree_node: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches Unreal-MCP. Nothing to install.
remove_statetree_node is a Destructive tool with critical risk. Critical-risk tools should be blocked by default and only enabled with explicit human approval.
Yes. Add a rate_limit block to the remove_statetree_node rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.
Set action: deny in the PolicyLayer policy for remove_statetree_node. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.
remove_statetree_node is provided by the Unreal MCP server (aadeshrao123/unreal-mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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