set_gameplay_effect_modifier_custom
Switch an existing Gameplay Effect modifier's magnitude to a CustomCalculationClass so a UGameplayModMagnitudeCalculation subclass computes its value.
Instructions
Switch an existing GE modifier's magnitude to CustomCalculationClass (a UGameplayModMagnitudeCalculation subclass computes it)
Returns: { ge_blueprint_path: string, modifier_index: int, modifier_count: int, magnitude_type: string, calculation_class: string, calculation_class_matches: bool, coefficient: number, pre_multiply_add: number, post_multiply_add: number, set: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| coefficient | No | Multiplier applied to the calc output. 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) | |
| pre_multiply_add | No | Additive value applied before the coefficient. Default 0.0 | |
| calculation_class | Yes | BP asset path (/Game/...) or class name of a CONCRETE UGameplayModMagnitudeCalculation subclass | |
| ge_blueprint_path | No | Full asset path of the GE Blueprint | |
| post_multiply_add | No | Additive value applied after the coefficient. Default 0.0 |