add_gameplay_effect_component
Add a standard gameplay effect component to a GameplayEffect Blueprint's GEComponents and save without recompiling. Configure it using companion set/get tools.
Instructions
Add one empty UGameplayEffectComponent of a standard type to the GEComponents of a GameplayEffect Blueprint CDO and save without recompiling. Idempotent: an existing component of that type returns already_existed=true. Configure it with the set_gameplay_effect_component_* tools; get_gameplay_effect_components lists them.
Returns: { gameplay_effect_path: string, component_type: string, component_class: string, component_count: int, component_added: bool, already_existed: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| component_type | Yes | Bare type name, case-insensitive: AssetTags, TargetTags, AdditionalEffects, ChanceToApply, Immunity, TargetTagRequirements, RemoveOther, CustomCanApply, BlockAbilityTags, Abilities or CancelAbilityTags (not the full class name). | |
| gameplay_effect_path | Yes | Asset path of the GameplayEffect Blueprint, e.g. "/Game/GAS/Effects/GE_Damage". |