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API > API/Runtime > API/Runtime/GameplayTags
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).
| Name | UGameplayTagsSettings |
| Type | class |
| Header File | /Engine/Source/Runtime/GameplayTags/Classes/GameplayTagsSettings.h |
| Include Path | #include "GameplayTagsSettings.h" |
Syntax
UCLASS (Config=GameplayTags, defaultconfig, MinimalAPI)
class UGameplayTagsSettings : public UGameplayTagsList
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameplayTagsList → UGameplayTagsSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameplayTagsSettings
(
const FObjectInitializer& ObjectInitializer |
GameplayTagsSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AllowEditorTagUnloading | bool | If true, will allow unloading of tags in the editor when plugins are removed | GameplayTagsSettings.h |
|
| AllowGameTagUnloading | bool | 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 | GameplayTagsSettings.h |
|
| bDynamicReplication | bool | If true, will replicate gameplay tags dynamically by index per connection. | GameplayTagsSettings.h |
|
| CategoryRemapping | TArray< FGameplayTagCategoryRemap > | Category remapping. | GameplayTagsSettings.h |
|
| CleanupUnusedTags | FString | Find and remove unused tags | GameplayTagsSettings.h |
|
| ClearInvalidTags | bool | GameplayTagsSettings.h |
|
|
| CommonlyReplicatedTags | TArray< FName > | List of most frequently replicated tags | GameplayTagsSettings.h |
|
| FastReplication | bool | If true, will replicate gameplay tags by index instead of name. | GameplayTagsSettings.h |
|
| GameplayTagTableList | TArray< FSoftObjectPath > | List of data tables to load tags from | GameplayTagsSettings.h |
|
| ImportTagsFromConfig | bool | If true, will import tags from ini files in the config/tags folder | GameplayTagsSettings.h |
|
| InvalidTagCharacters | FString | These characters cannot be used in gameplay tags, in addition to special ones like newline | GameplayTagsSettings.h |
|
| NetIndexFirstBitSegment | int32 | The length in bits of the first segment when net serializing tags. | GameplayTagsSettings.h |
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| NewTagSource | FString | Add a new gameplay tag config file for saving plugin or game-specific tags. | GameplayTagsSettings.h |
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| NumBitsForContainerSize | int32 | Numbers of bits to use for replicating container size, set this based on how large your containers tend to be | GameplayTagsSettings.h |
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| RestrictedConfigFiles | TArray< FRestrictedConfigInfo > | A list of .ini files used to store restricted gameplay tags. | GameplayTagsSettings.h |
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| RestrictedTagList | FString | Dummy parameters used to hook the editor UI. | GameplayTagsSettings.h |
|
| WarnOnInvalidTags | bool | If true, will give load warnings when reading in saved tag references that are not in the dictionary | GameplayTagsSettings.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| RestrictedConfigFilesTempCopy | TArray< FRestrictedConfigInfo > | Temporary copy of RestrictedConfigFiles that we use to identify changes in the list this is required to autopopulate the owners field | GameplayTagsSettings.h |
Functions
Public
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
GameplayTagsSettings.h | ||
virtual void PreEditChange
(
FProperty* PropertyThatWillChange |
GameplayTagsSettings.h |