set_gameplay_effect_modifier_set_by_caller
Switch an existing Gameplay Effect modifier's magnitude to SetByCaller so runtime callers resolve it by gameplay tag or data name.
Instructions
Switch an existing GE modifier's magnitude to SetByCaller (resolved at runtime by tag/name)
Returns: { ge_blueprint_path: string, modifier_index: int, modifier_count: int, magnitude_type: string, data_tag: string, data_tag_valid: bool, data_name: string, set: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| data_tag | No | Optional gameplay tag the caller uses to set the magnitude (modern path; must be a registered tag) | |
| data_name | No | Optional legacy FName the caller uses to set the magnitude. At least one of data_tag/data_name is required | |
| 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 (add_gameplay_effect_modifier appends; 0 = first) | |
| ge_blueprint_path | No | Full asset path of the GE Blueprint |