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set_gameplay_effect_duration_policy

DestructiveIdempotent

Set the duration policy of a GameplayEffect asset and save it, optionally applying a duration in seconds when the policy is HasDuration.

Instructions

Set DurationPolicy on a GameplayEffect asset (a native UGameplayEffect asset, or the class default object of a Blueprint GE) and save its package; with HasDuration it also sets a constant DurationMagnitude. Returns old_duration_policy and duration_policy. Fails while PIE runs, because the save is refused.

Returns: { effect_path, old_duration_policy, duration_policy, duration_magnitude, set }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
effect_pathYesGameplayEffect asset path: a Blueprint GE ("/Game/Effects/GE_Burn") or a native UGameplayEffect asset
duration_policyYesOne of "Instant", "HasDuration" or "Infinite", any case ("duration" alone is refused)
duration_magnitudeNoDuration in seconds, applied when policy is HasDuration (default 0.0)

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed2 schema fields changedv1.2.0
    • changedInput schema / properties / duration_policy / description
      Previous value: -"One of \"instant|duration|infinite\""New value: +"One of \"Instant\", \"HasDuration\" or \"Infinite\", any case (\"duration\" alone is refused)"
    • changedInput schema / properties / effect_path / description
      Previous value: -"Asset path to the UGameplayEffect"New value: +"GameplayEffect asset path: a Blueprint GE (\"/Game/Effects/GE_Burn\") or a native UGameplayEffect asset"
  2. First observedv1.1.0

TDQS

A4.3/5.0
Behavior4/5

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

Annotations declare the safety profile (mutating, destructive, idempotent), so the description's value is in what they don't say: the package is saved (persistence side effect) and the save is refused under PIE, which is a non-obvious failure mode. It also documents the returned old/new policy pair. This meaningfully extends beyond the annotations.

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 action and constraint, and tight overall. The return values are stated twice (once inline, once in the trailing 'Returns:' line), which is minor redundancy but not damaging.

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?

No output schema exists, and the description compensates by listing the returned fields, plus it discloses persistence and the PIE failure condition. For a mutating asset-edit tool, an agent has enough to call it correctly; only the exact failure surface/error shape is left unspecified.

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 the baseline is 3. The description adds a cross-parameter dependency (duration_magnitude is only applied under HasDuration), which is useful semantic information not expressed by the flat schema.

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+resource+property (Set DurationPolicy on a GameplayEffect asset) and scopes exactly which asset types qualify (native UGameplayEffect or Blueprint GE class default object). This is distinguishable from near-siblings like set_gameplay_effect_duration and set_gameplay_effect_stacking without opening the schema.

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?

Gives clear conditional usage: duration_magnitude only applies when policy is HasDuration, and the tool fails while PIE runs. It does not explicitly name which sibling to use for other duration-related edits, so it stops short of full when/when-not routing.

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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