How can I constrain the GameplayTags list in the editor to only children of a specific GameplayTag?

I’m trying to make use of GameplayTags but I’m having some difficulties. I’m storing my weapon types in GameplayTags, so Weapons.Sword.OneHanded, Weapons.Bow, Elements.Fire, etc. What I want to do is have separate tag objects that the designers can set; one for element, one for weapon type, rather than just one big tag container that has every single type of tag, and then add them all to the main tag container at runtime. My issue is that when I make a tag editable, in the editor all the tags show up. How can I constrain the list to only show Elements and its children, Weapons and its children, etc.?

My temporary workaround is to just have an enum with the same names as the tags, and then use that in the editor and then in C++ I translate it to a GameplayTag, but this will become very cumbersome once I start using properties with a lot of children that could change frequently.

Here’s what I mean:

I would like it to be constrained like in the picture. If I scroll down, however, then other non-Elements tags also show up (not what I want).

Thank you for any help!

THANK YOU!
Can’t try it right now but once I do I’ll let you know

It worked, can you add it as an Answer so I can accept it? Thanks!

We haven’t tried this yet, but the answer to the question linked below provides a way of filtering the tag from C++

Gameplay Tags & Tag Editor

 UPROPERTY(EditDefaultsOnly, Category = GameplayCue, meta=(Categories="GameplayCue"))
 FGameplayTag    GameplayCueTag;
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