set_gameplay_effect_modifier_attribute_based
Switch an existing Gameplay Effect modifier's magnitude to AttributeBased so it scales from a captured Source or Target attribute.
Instructions
Switch an existing GE modifier's magnitude to AttributeBased (scales off a captured attribute)
Returns: { ge_blueprint_path: string, modifier_index: int, modifier_count: int, magnitude_type: string, backing_attribute: string, capture_attribute_readback: string, backing_attribute_matches: bool, attribute_source: string, coefficient: number, pre_multiply_add: number, post_multiply_add: number, calculation_type: string, snapshot: bool, set: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| snapshot | No | If true capture the attribute at spec creation, else track changes. Default true | |
| coefficient | No | Multiplier applied to the captured value. Default 1.0 | |
| blueprint_name | No | Alias of `ge_blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `ge_blueprint_path`. | |
| modifier_index | Yes | Index into the GE CDO Modifiers array (0 = first) | |
| attribute_source | No | Capture source: Source (caster) or Target (recipient). Default Source | |
| calculation_type | No | AttributeMagnitude | AttributeBaseValue | AttributeBonusMagnitude. Default AttributeMagnitude | |
| pre_multiply_add | No | Additive value applied before the coefficient. Default 0.0 | |
| backing_attribute | Yes | Attribute to capture, e.g. Health or MySet.Health (must exist on some AttributeSet) | |
| ge_blueprint_path | No | Full asset path of the GE Blueprint | |
| post_multiply_add | No | Additive value applied after the coefficient. Default 0.0 |