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add_gameplay_effect_modifier

Append a constant-magnitude modifier to a GameplayEffect Blueprint's Modifiers array and save it, without recompiling or creating an undo entry.

Instructions

Append one modifier with a constant magnitude to the Modifiers array on the class default object of a GameplayEffect Blueprint, then save it without recompiling and without an undo entry. attribute_name is looked up across every loaded AttributeSet class; an unknown attribute or modifier_op, a running PIE session or a read-only root fails before any edit. Each call appends a new entry, even an identical one; modifier_index says where it went. Change its magnitude type with set_gameplay_effect_modifier_set_by_caller, set_gameplay_effect_modifier_attribute_based or set_gameplay_effect_modifier_custom; remove_gameplay_effect_modifier drops it; get_gameplay_effect_modifiers lists them.

Returns: { ge_blueprint_path: string, attribute_name: string, modifier_op: string, magnitude: number, modifier_index: int, modifier_count: int, magnitude_readback_ok: bool, magnitude_readback: number, added: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
magnitudeYesConstant magnitude of the modifier, stored as a ScalableFloat without a curve
modifier_opYesAdd, Multiply, Divide, or Override (case-insensitive)
attribute_nameYesAttribute to modify, Health or MySet.Health: the bare name or AttributeSetClass.Attribute, case-insensitive, first match among the loaded AttributeSet classes
blueprint_nameNoAlias of `ge_blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `ge_blueprint_path`.
ge_blueprint_pathNoFull asset path of the GE Blueprint

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed3 schema fields changedv1.2.0
    • changedInput schema / properties / attribute_name / description
      Previous value: -"Attribute to modify, Health or MySet.Health"New value: +"Attribute to modify, Health or MySet.Health: the bare name or AttributeSetClass.Attribute, case-insensitive, first match among the loaded AttributeSet classes"
    • changedInput schema / properties / magnitude / description
      Previous value: -"Numeric magnitude of the modifier"New value: +"Constant magnitude of the modifier, stored as a ScalableFloat without a curve"
    • changedInput schema / properties / modifier_op / description
      Previous value: -"Add, Multiply, Divide, or Override"New value: +"Add, Multiply, Divide, or Override (case-insensitive)"
  2. First observedv1.1.0

TDQS

A4.6/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Goes well beyond annotations: it discloses that the save is done without recompiling and without an undo entry (a meaningful side-effect the annotations don't convey), that every call appends even an identical entry (consistent with idempotentHint=false), and the precise failure preconditions (unknown attribute/modifier_op, running PIE session, read-only root fail before any edit).

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loads the core action, then failure conditions, then sibling routing, then return shape — a logical and largely waste-free ordering. It is dense and long, but every sentence carries distinct information and the inline Returns section substitutes for a missing output schema.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

With no output schema, the description supplies the full return shape inline (modifier_index, modifier_count, magnitude_readback_ok, added, etc.), plus append semantics and failure conditions. Nothing an agent needs to invoke it correctly is missing.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the schema already documents all parameters, including the AttributeSet lookup semantics. The description largely restates the attribute_name lookup and adds only that modifier_index indicates insertion position, so baseline 3 is appropriate.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource ('Append one modifier with a constant magnitude to the Modifiers array on the class default object of a GameplayEffect Blueprint') and distinguishes itself from siblings by naming the set_/remove_/get_ variants. An agent can identify the tool without opening the schema.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly scopes the tool to constant-magnitude modifiers and routes the agent elsewhere for other work: set_gameplay_effect_modifier_set_by_caller/attribute_based/custom for other magnitude types, remove_gameplay_effect_modifier to drop, get_gameplay_effect_modifiers to list. The when-to-use-which alternative mapping is complete.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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