We’re investigating into the possibility of utilizing the Gameplay Tags module you folks have set up in Runtime/GameplayTags & Editor/GameplayTagsEditor. The only documentation I’ve been able to find is a lone forum thread two years in the making here:
I added a comment as ‘Meristic’ to the most recent response for community prosperity, but will ask again here as well (since the response time on the community forum seems to be ~2 months or so.) Is it recommended to use this library? There’s little to no documentation on using Gameplay Tags, and setting it up requires additional, non-intuitive steps. Those points aren’t very reassuring, though the responder (Dave Ratti) mentioned Gameplay Tags were being used extensively in Paragon. He briefly explained a way to set it up using config files, which works, but also mentioned a way to use Data Tables, though he didn’t venture any further into that explanation. Would like a bit more information on that approach.
We also noticed that Actors and ActorComponents inherently have a TArray named ‘Tags’. Do these properties aim to solve the same problem? Is the goal of Gameplay Tags to replace this simplified setup? (As I noticed that the GameplayTagContainer also contains a deprecated TArray called ‘Tags’.)
Regardless, it looks promising, even if we have to do a little work on our end to get exactly the interface we’re looking for. The main features we’re desiring is a centralized location for defining project-specific tags that is reflected to Tag selection UI on game object properties, and scoping that UI to a subset of the available tags through some sort of metadata on the object property. Think it’s possible to get the results we’re looking for with this system?