set_gameplay_cue_notify_static_properties
Set the GameplayCueTag and IsOverride properties on a UGameplayCueNotify_Static Blueprint CDO and save it without recompiling, then read the values back.
Instructions
Set GameplayCueTag (mirrored into GameplayCueName) and/or IsOverride on the CDO of a UGameplayCueNotify_Static Blueprint, then save it without recompiling. Needs at least one of the two; an unregistered tag fails before anything is written. Returns properties_set and the values read back.
Returns: { cue_notify_path: string, properties_set: int, gameplay_cue_tag: string, gameplay_cue_name: string, is_override: bool, set: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| is_override | No | Optional bool: this cue overrides parent-tag cues instead of running in addition | |
| cue_notify_path | Yes | Asset path of the GameplayCueNotify_Static Blueprint, e.g. "/Game/GAS/Cues/GCN_Hit". | |
| gameplay_cue_tag | No | Optional registered GameplayCue tag (sets GameplayCueTag + mirrors GameplayCueName); unregistered -> clean error |