set_gameplay_effect_period
Sets the seconds between periodic executions on a GameplayEffect Blueprint and optionally executes it on application, saving directly without recompiling.
Instructions
Set Period (seconds between periodic executions, 0 = not periodic) and bExecutePeriodicEffectOnApplication on the class default object of a GameplayEffect Blueprint, then save it without recompiling and without an undo entry. execute_on_application is always written, so leaving it out sets false. A non-GE Blueprint, a running PIE session or a read-only root fails before any edit. For damage or heal over time also give the effect a duration with set_gameplay_effect_duration; stacking is set_gameplay_effect_stacking.
Returns: { ge_blueprint_path, period_seconds, period_readback_ok, execute_on_application, set }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| blueprint_name | No | Alias of `ge_blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `ge_blueprint_path`. | |
| period_seconds | Yes | Period in seconds between executions (0 = non-periodic). | |
| ge_blueprint_path | No | Full asset path of the GE Blueprint. | |
| execute_on_application | No | Optional: if true the effect also executes immediately on application (default false). |