How do I use the FGameplayTagContainer and Tag Editor?
So I found this very nice module and I have two questions:
Sorry for the confusion guys - GameplayTags are a separate, unrelated system to Actor Tags. GameplayTags is a more advanced/robust system but requires data assets to populate the tag lists. We haven't written any docs or tutorials on GameplayTags yet.
To create tags in the editor you need to import them from a CSV file. They cannot be edited/created directly in the editor (for now at least). To import from a CSV, you need to right click in the content browser and select import, then locate a .CSV with tag data (see below), select DataTable -> GameplayTagTable.
Here is an example for the GameplayTagTable format. Internally we use Excel to maintain these tables and export them as CSVs with macros. Again this is stuff our game teams have been using but not really a feature of the engine that has been given much polish for outside consumption. Over time we expect this to evolve into a more user friendly system.
Save that into a .CSV - you should be able to import it into the engine.
answered May 11 '14 at 02:47 AM
Dave Ratti ♦♦ STAFF
Actors should have Tags array that is accessed via C++ and blueprints, i believe.
You can add tags via Defaults tab in blueprint editor or inside Details panel by going to Actor category and expanding it, you'll see the same Tags property.
answered May 09 '14 at 04:59 PM
How can I add GameplayTag to an Actor? I cant find any interface or function to actually do that.
answered Sep 16 '16 at 12:29 PM
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