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get_gameplay_effect_info

Read-onlyIdempotent

Retrieves the first active gameplay effect on an editor-world actor's ability system component by effect name, class, or asset path, returning its name, class, and level.

Instructions

Read the first active gameplay effect on an editor-world actor ability system component whose definition matches effect_name: effect_class and level. Read-only; an error when none matches. For an effect asset that is not applied, use get_gameplay_effect_modifiers instead.

Returns: { actor_name, effect_name, effect_class, level }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
actor_nameYesObject 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_nameYesActive effect to match by its definition: the effect_name from get_active_effects, the class name with or without _C ("GE_Burn"), the asset path ("/Game/Effects/GE_Burn") or the class path; case-insensitive, first match wins

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed2 schema fields changedv1.2.0
    • changedInput schema / properties / actor_name / description
      Previous value: -"Name of the actor that has the effect"New value: +"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"
    • changedInput schema / properties / effect_name / description
      Previous value: -"Name of the gameplay effect to get information about"New value: +"Active effect to match by its definition: the effect_name from get_active_effects, the class name with or without _C (\"GE_Burn\"), the asset path (\"/Game/Effects/GE_Burn\") or the class path; case-insensitive, first match wins"
  2. First observedv1.1.0

TDQS

A4.4/5.0
Behavior4/5

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

Annotations already cover the safety profile (readOnly, idempotent, non-destructive, closed-world). The description adds behavior beyond them: matching returns only the FIRST active effect, and a miss is an error rather than an empty result. It does not state permissions or rate limits, but for a read tool this is solid added context.

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-loaded with the core read operation, then the error condition, then the alternative route, then the return shape. No wasted sentences, though the return-shape line is the only slightly mechanical part.

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?

There is no output schema, and the description compensates by spelling out the returned fields (actor_name, effect_name, effect_class, level). Combined with annotations covering safety and the explicit sibling routing, nothing an agent needs to call this correctly is missing.

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

Parameters4/5

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

Schema coverage is 100%, so both parameters are already richly documented (label vs name, accepted path/class forms, case-insensitivity). The description still contributes matching semantics — that the effect definition is matched on name, class and level — which the schema's per-parameter text only implies.

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 (Read) and a precisely scoped resource: the first active gameplay effect on an editor-world actor ASC whose definition matches the given name. It distinguishes itself from the related get_active_effects (plural enumeration) and get_gameplay_effect_modifiers by naming the latter explicitly.

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

Usage Guidelines4/5

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

Explicitly routes the agent to get_gameplay_effect_modifiers when the effect asset is not applied, and warns that no match returns an error. It stops short of clarifying when to prefer this over get_active_effects, so not fully exhaustive.

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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