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Unreal Engine C++ API Reference > Runtime > GameplayTags
Inheritance Hierarchy
- UObject
- UGameplayTagsList
- UGameplayTagsSettings
References
Module | GameplayTags |
Header | /Engine/Source/Runtime/GameplayTags/Classes/GameplayTagsSettings.h |
Include | #include "GameplayTagsSettings.h" |
Syntax
UCLASS (Config=GameplayTags, defaultconfig, MinimalAPI)
class UGameplayTagsSettings : public UGameplayTagsList
Remarks
Class for importing GameplayTags directly from a config file. FGameplayTagsEditorModule::StartupModule adds this class to the Project Settings menu to be edited. Editing this in Project Settings will output changes to Config/DefaultGameplayTags.ini.
Primary advantages of this approach are: -Adding new tags doesn't require checking out external and editing file (CSV or xls) then reimporting. -New tags are mergeable since .ini are text and non exclusive checkout.
To do: -Better support could be added for adding new tags. We could match existing tags and autocomplete subtags as the user types (e.g, autocomplete 'Damage.Physical' as the user is adding a 'Damage.Physical.Slash' tag).
Variables
Type | Name | Description | |
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bool | AllowEditorTagUnloading | If true, will allow unloading of tags in the editor when plugins are removed |
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bool | AllowGameTagUnloading | If true, will allow unloading of tags in a non-editor gebuild when plugins are removed, this is potentially unsafe and affects requests to unload during play in editor |
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bool | bDynamicReplication | If true, will replicate gameplay tags dynamically by index per connection. |
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TArray< FGameplayTagCategoryRemap > | CategoryRemapping | Category remapping. |
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FString | CleanupUnusedTags | Find and remove unused tags |
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bool | ClearInvalidTags | |
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TArray< FName > | CommonlyReplicatedTags | List of most frequently replicated tags |
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bool | FastReplication | If true, will replicate gameplay tags by index instead of name. |
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TArray< FGameplayTagRedirect > | GameplayTagRedirects | List of active tag redirects |
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TArray< FSoftObjectPath > | GameplayTagTableList | List of data tables to load tags from |
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bool | ImportTagsFromConfig | If true, will import tags from ini files in the config/tags folder |
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FString | InvalidTagCharacters | These characters cannot be used in gameplay tags, in addition to special ones like newline |
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int32 | NetIndexFirstBitSegment | The length in bits of the first segment when net serializing tags. |
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FString | NewTagSource | Add a new gameplay tag config file for saving plugin or game-specific tags. |
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int32 | NumBitsForContainerSize | Numbers of bits to use for replicating container size, set this based on how large your containers tend to be |
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TArray< FRestrictedConfigInfo > | RestrictedConfigFiles | A list of .ini files used to store restricted gameplay tags. |
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FString | RestrictedTagList | Dummy parameters used to hook the editor UI. |
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bool | WarnOnInvalidTags | If true, will give load warnings when reading in saved tag references that are not in the dictionary |
Constructors
Type | Name | Description | |
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UGameplayTagsSettings
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
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void | PreEditChange
(
FProperty* PropertyThatWillChange |