Loading GameplayTags at editor start doesn't work

I had long time ago created this thread:

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 ?

Here is PR which will solve this issue premamently :wink:

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