node_move_child
Reorder a node among its siblings by index (undoable). Negative indices count from the end (-1 = last).
This record as markdown: /tools/godot-breakpoint-mcp/node-move-child.md
What node_move_child does on Godot Breakpoint
AI agents use node_move_child to create or update resources in Godot Breakpoint, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Godot Breakpoint environment.
Why node_move_child is rated Medium
This tool modifies scene structure reversibly by reordering nodes, which is a Write operation (creates or modifies data reversibly). It does not delete data (not Destructive), does not execute arbitrary code (not Execute), and the undo support confirms reversibility. Severity is medium because misuse could disrupt UI/game logic layout, but effects are recoverable and limited in scope.
From the tool's definition Tool description states 'Reorder a node among its siblings by index (undoable)'. The operation modifies the scene tree structure by changing node positions, and the '(undoable)' annotation indicates the change is reversible through Godot's undo system.
Attacks that exploit this kind of access
The rule that runs node_move_child safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Godot Breakpoint, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For node_move_child, this is the rule to start with:
node_move_child stays usable, but capped: an agent stuck in a loop can't make hundreds of changes a minute. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect Godot Breakpoint, apply this rule, and every node_move_child call is checked against it from then on.
Questions about node_move_child
Reorder a node among its siblings by index (undoable). Negative indices count from the end (-1 = last). It is categorised as a Write tool in the Godot Breakpoint MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
Register the Godot Breakpoint MCP server in PolicyLayer and add a rule for node_move_child: 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 Godot Breakpoint. Nothing to install.
node_move_child is a Write tool with medium risk. Write tools should be rate-limited to prevent accidental bulk modifications.
Yes. Add a rate_limit block to the node_move_child 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 node_move_child. 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.
node_move_child is provided by the Godot Breakpoint MCP server (jlivingston-Cipher/godot-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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