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Loading GameplayTags at editor start doesn't work.

I had long time ago created this thread: https://answers.unrealengine.com/questions/41721/fgameplaytagcontainer-and-tag-editor.html

But I think it lost it's usefulness at this point, since most the issues has been resolved except this one. I still can't load data table on editor start.

I use this code: void UARUnrealEdEngine::Init(IEngineLoop* InEngineLoop) { IGameplayTagsModule& GameplayTagsModule = IGameplayTagsModule::Get(); FString Tags = "/Game/Blueprints/SampleTags.SampleTags";

     //UDataTable* justDeleteMe = LoadObject<UDataTable>(NULL, *Tags, NULL, LOAD_None, NULL);
     //just for test
     UDataTable* TagTable = LoadObject<UDataTable>(NULL, *Tags, NULL, LOAD_None, NULL);
 
     TArray<FString> TagsList;
     TagsList.Add(Tags);
     GameplayTagsModule.GetGameplayTagsManager().LoadGameplayTagTables(TagsList);
     Super::Init(InEngineLoop);
 }

It's executed, path to data table is correct, the variable TagTable have proper value assigned.

Also it gets here:

 UGameplayTagsManager::LoadGameplayTagTables

So module seems to be loaded properly.

The problem is when editor starts and I click on any of FGameplayTagContainer, to edit. No tags seem to be loaded.

Did I miss something ?

The work around it, is to reimport tags table. But what if.. I can't reimport because I created data table directly in editor ?

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asked Dec 13 '14 at 09:16 AM in C++ Programming

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iniside
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Here is PR which will solve this issue premamently ;)

https://github.com/EpicGames/UnrealEngine/pull/705

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answered Dec 23 '14 at 10:20 PM

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iniside
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