set_gameplay_effect_component_granted_abilities
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
| Name | Required | Description | Default |
|---|---|---|---|
| input_id | No | Optional input ID to bind the granted ability to (default -1 = none) | |
| ability_path | Yes | GameplayAbility Blueprint asset path or bare class name to grant | |
| blueprint_name | No | Alias of `ge_blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `ge_blueprint_path`. | |
| ge_blueprint_path | No | Full asset path of the GE Blueprint |