Gameplay tags
AI & gameplayAdd gameplay tags and build tag queries.
What it’s for
Gameplay tags are the hierarchical labels, such as Ability.Attack.Melee or
State.Debuff.Stunned, that GAS and much of Lyra-style gameplay code branch on. Your
assistant can read and edit your project’s tag list and build the tag queries that filter on it,
so you don’t have to open the tag manager in Project Settings.
Ask it to list the tags you have, filtered by prefix or by the config file they live in. It can add or remove tags in a config file, or create a new config file to hold them. When you need a match rule instead of a single tag, it builds a tag query and can save it straight onto an asset.
Use this area when the change is about the tag list itself or a query. To change the tags already set on a specific actor or component, see Blueprints and Assets and content.
Things you can ask
See which tags exist under a prefix
Check what is already there before you add anything, so new tags match the existing naming.
You: List every gameplay tag under Ability.Attack.
There are 6 tags under Ability.Attack, starting with Ability.Attack.Melee from DefaultGameplayTags.ini.Add a new tag
The tag is added to a config file with a developer comment next to it.
You: Add Ability.Attack.Charged to the game tags with a note.
Added Ability.Attack.Charged to DefaultGameplayTags.ini with the comment "Hold-to-charge heavy attack".Build a tag query and save it on an asset
Describe the match rule and it lands on the asset property you name.
You: On BP_Buff, require any of the Stunned or Rooted state tags.
BP_Buff’s RequiredTags now matches any of State.Debuff.Stunned or State.Debuff.Rooted.