set_gameplay_effect_modifier_attribute_curve
Assign a CurveTable row as an AttributeCurve on an AttributeBased GameplayEffect modifier so its captured attribute is remapped, not used directly.
Instructions
Set the AttributeCurve (a CurveTable row) on a GE modifier whose magnitude is already AttributeBased; the captured attribute is remapped through the curve instead of used directly
Returns: { ge_blueprint_path: string, modifier_index: int, modifier_count: int, magnitude_type: string, backing_attribute: string, curve_table_path: string, curve_table_readback: string, curve_table_matches: bool, row_name: string, row_name_readback: string, row_name_matches: bool, row_exists: bool, set: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| row_name | Yes | Name of the row within the CurveTable to use as the attribute lookup curve | |
| 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; the modifier's magnitude must already be AttributeBased (call set_gameplay_effect_modifier_attribute_based first) | |
| curve_table_path | Yes | Full asset path of the UCurveTable holding the lookup row | |
| ge_blueprint_path | No | Full asset path of the GE Blueprint |