runtime_node_remove
Remove (queue_free) a node from the LIVE running game. DESTRUCTIVE — gated by confirmation. Refuses to remove the current scene root.
This record as markdown: /tools/breakpoint-mcp/runtime-node-remove.md
What runtime_node_remove does on Breakpoint
AI agents call runtime_node_remove to permanently remove resources in Breakpoint, typically in cleanup and lifecycle workflows. It does its job in a single call, and there is no undo.
| Parameter | Type | Required | Description |
|---|---|---|---|
path | string | Yes | Path to the node to remove in the running scene |
peer | string | — | Target a headless peer by id (from runtime_spawn_peers). Omit to address the default running game. |
confirm | boolean | — | Auto-approve this destructive action (skip the confirmation prompt) |
Parameters from the server's own tool schema.
Why runtime_node_remove is rated Critical
This tool irreversibly deletes nodes from an active game scene. While it is gated by confirmation and refuses to remove the scene root (mitigating controls), the deletion of game nodes cannot be undone and materially alters the live game state.
From the tool's definition Tool description explicitly states "Remove (queue_free) a node from the LIVE running game. DESTRUCTIVE" and mentions it removes from a live running game instance.
Risk signalsAccepts file system path (path) · Admin/system-level operation
Attacks that exploit this kind of access
The rule that runs runtime_node_remove safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Breakpoint, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For runtime_node_remove, this is the rule to start with:
runtime_node_remove 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 Breakpoint, apply this rule, and every runtime_node_remove call is checked against it from then on.
Questions about runtime_node_remove
Remove (queue_free) a node from the LIVE running game. DESTRUCTIVE — gated by confirmation. Refuses to remove the current scene root. It is categorised as a Destructive tool in the Breakpoint MCP Server, which means it can permanently delete or destroy data. Block by default and require explicit approval.
runtime_node_remove accepts 3 parameters: path, peer, confirm. Required: path. The full parameter table on this page comes from the server's own tool schema.
Register the Breakpoint MCP server in PolicyLayer and add a rule for runtime_node_remove: 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.
runtime_node_remove 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 runtime_node_remove 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 runtime_node_remove. 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.
runtime_node_remove 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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