apply_gameplay_effect
Applies a GameplayEffect class to an editor-world actor's ability system component at a specified level. Returns whether a valid effect handle was applied.
Instructions
Apply a GameplayEffect class to an editor-world actor ability system component: an outgoing spec at the given level, with a fresh context from that component, applied to self. applied tells whether the engine returned a valid handle. apply_multiple_gameplay_effects applies a list.
Returns: { actor_name, effect_class, level, applied }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| level | No | Effect level for scalable magnitudes, fractions allowed; default 1.0 | |
| actor_name | Yes | Object name (not the label) of the editor-world actor, e.g. "BP_Hero_C_1", matched case-insensitively; find_actors_by_name maps labels to names | |
| effect_class | Yes | Class path of a UGameplayEffect subclass; a Blueprint GE needs its _C class path, e.g. "/Game/Effects/GE_Burn.GE_Burn_C" |