remove_gameplay_effect_component
Remove a component from a GameplayEffect CDO's GEComponents array by index or component type/class, then save the updated asset. Use it to undo an added gameplay effect component.
Instructions
Remove a component from a GameplayEffect CDO's GEComponents array by index or by component_type/component_class (inverse of add_gameplay_effect_component)
Returns: { gameplay_effect_path: string, removed_index: int, removed_class: string, component_count: int, removed: bool, saved: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| component_type | No | Optional friendly type (AssetTags, TargetTags, AdditionalEffects, ChanceToApply, Immunity, TargetTagRequirements, RemoveOther, CustomCanApply, BlockAbilityTags, Abilities, CancelAbilityTags). Accepts the bare type or the full class name. Supply this OR component_index | |
| component_class | No | Alias of component_type (accepts the full "<Type>GameplayEffectComponent" class name) | |
| component_index | No | Optional index into the GEComponents array (call get_gameplay_effect_components to enumerate; 0 = first). Supply this OR component_type | |
| gameplay_effect_path | Yes | Full asset path of the GE Blueprint |