set_gameplay_effect_stacking
Configure a GameplayEffect CDO's stacking policy in Unreal Engine by setting stacking type, stack limit, and refresh/reset rules to control how effects stack.
Instructions
Set the stacking policy on a GameplayEffect CDO (StackingType + limit + refresh/reset policies).
Returns: { ge_blueprint_path, stacking_type, stack_limit, stacking_matches, set }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| stack_limit | No | Optional max stack count (int; 0 = no limit). | |
| stacking_type | Yes | None | AggregateBySource | AggregateByTarget. | |
| blueprint_name | No | Alias of `ge_blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `ge_blueprint_path`. | |
| ge_blueprint_path | No | Full asset path of the GE Blueprint. | |
| period_reset_policy | No | Optional: ResetOnSuccessfulApplication | NeverReset. | |
| duration_refresh_policy | No | Optional: RefreshOnSuccessfulApplication | NeverRefresh. |