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set_gameplay_effect_component_granted_abilities

DestructiveIdempotent

Grant a GameplayAbility while a GameplayEffect is active by configuring its AbilitiesGameplayEffectComponent; creates the component if missing.

Instructions

Configure an AbilitiesGameplayEffectComponent to grant a GameplayAbility (by BP path/class name) to the target while the GE is active (creates the component if absent; AddGrantedAbilityConfig dedups via AddUnique)

Returns: { ge_blueprint_path: string, component_class: string, ability_class: string, ability_config_count: int, input_id: int, already_existed: bool, ability_resolved: bool, set: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
input_idNoOptional input ID to bind the granted ability to (default -1 = none)
ability_pathYesGameplayAbility Blueprint asset path or bare class name to grant
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. First observedv1.1.0

TDQS

A3.8/5.0
Behavior4/5

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

Annotations already declare destructive=true and idempotent=true, and the description coherently reinforces this by explaining it creates the component if absent and that AddGrantedAbilityConfig dedups via AddUnique (the source of idempotency). It also spells out the return fields. This adds genuine context beyond the annotations, though it does not detail permission needs or exactly what a destructive invocation affects.

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

Conciseness5/5

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

Two sentences: the first front-loads purpose and behavior, the second declares the return shape. Almost no waste; the AddUnique parenthetical earns its place by justifying the idempotent annotation.

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

Completeness4/5

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

For a mutating, non-open-world tool with full schema coverage and annotations covering the safety profile, the description is largely self-sufficient, and it even supplies a Returns: block despite no output schema. Missing only permission/prerequisite context and any sibling routing.

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 description coverage is 100%, so baseline is 3. The description reinforces that the ability is given by 'BP path/class name', matching the ability_path schema, but adds no meaning for input_id or the ge_blueprint_path/blueprint_name alias beyond what the schema documents.

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 (Configure), the exact component class (AbilitiesGameplayEffectComponent), and the effect (grant a GameplayAbility by BP path/class name while the GE is active). This is far more specific than a tautology and lets an agent distinguish it from the other set_gameplay_effect_component_* siblings, which configure different components.

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

Usage Guidelines2/5

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

The description explains what the tool does but never says when to choose it over alternatives such as add_gameplay_effect_component, grant_ability, or the other set_gameplay_effect_component_* tools. No when/when-not or prerequisite guidance is provided.

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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