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anim_tree_add_node

Add a node to an AnimationTree's tree_root graph (AnimationNodeBlendTree or AnimationNodeStateMachine), undoable. node_type is any AnimationNode subclass (e.g. AnimationNodeAnimation, AnimationNodeBlend2, AnimationNodeStateMachine). For AnimationNodeAnimation, pass animation to bind a clip.

SERVERBreakpoint SOURCEbreakpoint-mcp
Medium RISK CLASS
Category Write
Parameters 53 required
Recommended Rate-limitedsee the rule below
Registry record Grade F, identity unverified Pull the record →

This record as markdown: /tools/breakpoint-mcp/anim-tree-add-node.md

What anim_tree_add_node does on Breakpoint

AI agents use anim_tree_add_node to create or update resources in Breakpoint, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Breakpoint environment.

ParameterTypeRequiredDescription
position array Graph editor position [x, y] (default [0, 0])
animation string For AnimationNodeAnimation: the animation name to play
node_name string Yes Unique node name within the graph
node_type string Yes AnimationNode subclass to instantiate (e.g. AnimationNodeAnimation)
tree_path string Yes AnimationTree node path relative to the scene root

Parameters from the server's own tool schema.

Why anim_tree_add_node is rated Medium

This tool creates (Write category) new AnimationNode objects within an animation tree structure. While it modifies state, the operation is explicitly marked as 'undoable', making it reversible and thus Write rather than Destructive. The medium severity reflects that misuse could corrupt animation hierarchies in game/animation projects, but the effect is constrained to animation trees and recoverable through undo.

From the tool's definition 'Add a node to an AnimationTree's tree_root graph', 'undoable' — creates new nodes in an animation graph structure, reversible via undo mechanism

Questions about anim_tree_add_node

What does the anim_tree_add_node tool do? +

Add a node to an AnimationTree's tree_root graph (AnimationNodeBlendTree or AnimationNodeStateMachine), undoable. node_type is any AnimationNode subclass (e.g. AnimationNodeAnimation, AnimationNodeBlend2, AnimationNodeStateMachine). For AnimationNodeAnimation, pass animation to bind a clip. It is categorised as a Write tool in the Breakpoint MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.

What parameters does anim_tree_add_node accept? +

anim_tree_add_node accepts 5 parameters: position, animation, node_name, node_type, tree_path. Required: node_name, node_type, tree_path. The full parameter table on this page comes from the server's own tool schema.

How do I enforce a policy on anim_tree_add_node? +

Register the Breakpoint MCP server in PolicyLayer and add a rule for anim_tree_add_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 Breakpoint. Nothing to install.

What risk level is anim_tree_add_node? +

anim_tree_add_node is a Write tool with medium risk. Write tools should be rate-limited to prevent accidental bulk modifications.

Can I rate-limit anim_tree_add_node? +

Yes. Add a rate_limit block to the anim_tree_add_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.

How do I block anim_tree_add_node completely? +

Set action: deny in the PolicyLayer policy for anim_tree_add_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.

What MCP server provides anim_tree_add_node? +

anim_tree_add_node is provided by the Breakpoint MCP server (breakpoint-mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.

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