code: static void SetFontSize ( const int32 InFontSize )


className: UGameplayDebuggerUserSettings

module: GameplayDebugger

code: class UGameplayDebuggerUserSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

bEnableGameplayDebuggerInEditor

type: uint32:  1

description: Controls whether GameplayDebugger will be available in pure editor mode.

FontSize

description: Font Size used by Gameplay Debugger

MaxViewAngle

type: float

description: Angle from view direction under which actors can be selected This angle can also be used by some categories to apply culling.

MaxViewDistance

description: Distance from view location under which actors can be selected This distance can also be used by some categories to apply culling.


description: Get the singleton

module: GameplayMediaEncoder

code: static [FGameplayMediaEncoder](API\Runtime\GameplayMediaEncoder\FGameplayMediaEncoder) * Get()


code: *TPair< [FString](API\Runtime\Core\Containers\FString), [AVEncoder::FAudioConfig](API\Runtime\AVEncoder\FAudioConfig) > GetAudioConfig() const


code: *TPair< [FString](API\Runtime\Core\Containers\FString), [AVEncoder::FVideoConfig](API\Runtime\AVEncoder\FVideoConfig) > GetVideoConfig() const


code: static void InitializeCmd()


code: bool RegisterListener ( [IGameplayMediaEncoderListener](API\Runtime\GameplayMediaEncoder\IGameplayMediaEncoderListener) * Listener )


code: void SetVideoBitrate ( uint32 Bitrate )


code: void SetVideoFramerate ( uint32 Framerate )


code: static void ShutdownCmd()


className: Singleton

code: static [FGameplayMediaEncoder](API\Runtime\GameplayMediaEncoder\FGameplayMediaEncoder) * Singleton = nullptr;


code: static void StartCmd()


code: static void StopCmd()


code: void UnregisterListener ( [IGameplayMediaEncoderListener](API\Runtime\GameplayMediaEncoder\IGameplayMediaEncoderListener) * Listener )


code: ~FGameplayMediaEncoder()


className: FGameplayMediaEncoder

description: No constructors are accessible with public or protected access.

code: class FGameplayMediaEncoder : private [ISubmixBufferListener](API\Runtime\Engine\ISubmixBufferListener), public [AVEncoder::IAudioEncoderListener](API\Runtime\AVEncoder\IAudioEncoderListener)


code: void OnMediaSample ( const [AVEncoder::FMediaPacket](API\Runtime\AVEncoder\FMediaPacket) & Sample )


className: IGameplayMediaEncoderListener

code: class IGameplayMediaEncoderListener


module: GameplayTags

code: namespace EGameplayTagQueryStreamVersion { enum Type { InitialVersion = 0, VersionPlusOne, LatestVersion = VersionPlusOne - 1, } }


className: EmptyTag

description: An empty Gameplay Tag

code: static const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) EmptyTag;


description: Sets from a ImportText string, used in asset registry

code: void FromExportString ( const [FString](API\Runtime\Core\Containers\FString) & ExportString, int32 PortFlags )


description: Returns reference to a GameplayTagContainer containing only this tag

code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GetSingleTagContainer() const


description: Get the tag represented as a name


description: Handles importing tag strings without (TagName=) in it

code: bool ImportTextItem ( const TCHAR *& Buffer, int32 PortFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorText )


description: Returns whether the tag is valid or not; Invalid tags are set to NAME_None and do not exist in the game-specific global dictionary

code: bool IsValid() const


description:
Returns true if this is a valid gameplay tag string (foo.bar.baz). If false, it will fill
True if this can be added to the tag dictionary, false if there's a syntax error

code: static bool IsValidGameplayTagString ( const [FString](API\Runtime\Core\Containers\FString) & TagString, [FText](API\Runtime\Core\Internationalization\FText) * OutError, [FString](API\Runtime\Core\Containers\FString) * OutFixedString )


description:
Checks if this tag matches ANY of the tags in the specified container, also checks against our parent tags "A.1".MatchesAny({"A","B"}) will return True, "A".MatchesAny({"A.1","B"}) will return False If ContainerToCheck is empty/invalid it will always return False
True if this tag matches ANY of the tags of in ContainerToCheck

code: bool MatchesAny ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & ContainerToCheck ) const


description:
Checks if this tag matches ANY of the tags in the specified container, only allowing exact matches "A.1".MatchesAny({"A","B"}) will return False If ContainerToCheck is empty/invalid it will always return False
True if this tag matches ANY of the tags of in ContainerToCheck exactly

code: bool MatchesAnyExact ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & ContainerToCheck ) const


description:
Determine if this tag matches TagToCheck, expanding our parent tags "A.1".MatchesTag("A") will return True, "A".MatchesTag("A.1") will return False If TagToCheck is not Valid it will always return False
True if this tag matches TagToCheck

code: bool MatchesTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & TagToCheck ) const


description: Returns a new container explicitly containing the tags of this tag


description:
Check to see how closely two FGameplayTags match. Higher values indicate more matching terms in the tags.
The depth of the match, higher means they are closer to an exact match

code: int32 MatchesTagDepth ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & TagToCheck ) const


description:
Determine if TagToCheck is valid and exactly matches this tag "A.1".MatchesTagExact("A") will return False If TagToCheck is not Valid it will always return False
True if TagToCheck is Valid and is exactly this tag

code: bool MatchesTagExact ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & TagToCheck ) const


description: Overridden for fast serialize

code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


code: bool NetSerialize_Packed ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


description: Operators

code: bool operator== ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) const & Other ) const


code: bool operator< ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) const & Other ) const


description:
Gets theFGameplayTagthat corresponds to the TagName
Will return the correspondingFGameplayTagor an empty one if not found.

code: static [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) RequestGameplayTag ( const [FName](API\Runtime\Core\UObject\FName) & TagName, bool ErrorIfNotFound )


code: bool operator!= ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) const & Other ) const


description: Handles fixup and errors. This is only called when not serializing a fullFGameplayTagContainer

code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Returns direct parent GameplayTag of this GameplayTag, calling on x.y will return x


description: Used to upgrade a Name property to a GameplayTag struct property

code: bool SerializeFromMismatchedTag ( const [FPropertyTag](API\Runtime\CoreUObject\UObject\FPropertyTag) & Tag, [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot )


description: Displays gameplay tag as a string for blueprint graph usage


description: Constructors

code: FGameplayTag()


description: Intentionally private so only the tag manager can use

code: FGameplayTag ( const [FName](API\Runtime\Core\UObject\FName) & InTagName )


className: FGameplayTag

description: A single gameplay tag, which represents a hierarchical name of the form x.y that is registered in the GameplayTagsManager You can filter the gameplay tags displayed in the editor using, meta = (Categories = "Tag1.Tag2.Tag3"))

code: struct FGameplayTag

TagName

type: FName

description: This Tags Name


className: FGameplayTagCategoryRemap

description: Category remapping. This allows base engine tag category meta data to remap to multiple project-specific categories.

code: struct FGameplayTagCategoryRemap

BaseCategory

type: FString

RemapCategories

type: TArray<FString...


description:
Adds a tag to the container and removes any direct parents, wont add if child already exists
True if tag was added

code: bool AddLeafTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & TagToAdd )


description: Add the specified tag to the container

code: void AddTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & TagToAdd )


description: Useful when building container from another data struct (TMapfor example)

code: void AddTagFast ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & TagToAdd )


description: Adds parent tags for a single tag

code: void AddParentsForTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag )


description: Adds all the tags that match between the two specified containers to this container. WARNING: This matches any parent tag in A, not just exact matches! So while this should be the union of the container this is called on with the intersection of OtherA and OtherB, it's not exactly that. Since OtherB matches against its parents, any tag in OtherA which has a parent match with a parent of OtherB will count. For example, if OtherA has Color.Green and OtherB has Color.Red, that will count as a match due to the Color parent match! If you want an exact match, you need to call A.FilterExact(B) (above) to get the intersection of A with B. If you need the disjunctive union (the union of two sets minus their intersection), use AppendTags to create Union, FilterExact to create Intersection, and then call Union.RemoveTags(Intersection).

code: void AppendMatchingTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) const & OtherA, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) const & OtherB )


description: Adds all the tags from one container to this container NOTE: From set theory, this effectively is the union of the container this is called on with Other.

code: void AppendTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) const & Other )


description: Creates a const iterator for the contents of this array

code: [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) >::TConstIterator CreateConstIterator() const


description: Creates a container from an array of tags, this is more efficient than adding them all individually

code: template<class AllocatorType> static [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) CreateFromArray ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag), AllocatorType > & SourceTags )


description: Deprecated* Deprecated in favor of HasAll and related functions

code: bool DoesTagContainerMatch ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & OtherContainer, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EGameplayTagMatchType::Type](API\Plugins\StateTreeModule\Type) > TagMatchType, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EGameplayTagMatchType::Type](API\Plugins\StateTreeModule\Type) > OtherTagMatchType, EGameplayContainerMatchType ContainerMatchType ) const


className: EmptyContainer

description: An empty Gameplay Tag Container

code: static const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) EmptyContainer;


description: Fills in ParentTags from GameplayTags

code: void FillParentTags()


description:
Returns a filtered version of this container, returns all tags that match against any of the tags in OtherContainer, expanding parents
AFGameplayTagContainercontaining the filtered tags

code: [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) Filter ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & OtherContainer ) const


description:
Returns a filtered version of this container, returns all tags that match exactly one in OtherContainer
AFGameplayTagContainercontaining the filtered tags

code: [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) FilterExact ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & OtherContainer ) const


description: Deprecated* Deprecated in favor of HasTag or HasTagExact

code: bool ComplexHasTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) const & TagToCheck, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EGameplayTagMatchType::Type](API\Plugins\StateTreeModule\Type) > TagMatchType, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EGameplayTagMatchType::Type](API\Plugins\StateTreeModule\Type) > TagToCheckMatchType ) const


description: Sets from a ImportText string, used in asset registry

code: void FromExportString ( const [FString](API\Runtime\Core\Containers\FString) & ExportString, int32 PortFlags )


code: [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GetByIndex ( int32 Index ) const


description: Gets the explicit list of gameplay tags

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & GetGameplayTagArray() const


description: Gets the explicit list of gameplay tags

code: void GetGameplayTagArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & InOutGameplayTags ) const


description: Returns a new container explicitly containing the tags of this container and all of their parent tags


description:
Checks if this container contains ALL of the tags in the specified container, also checks against parent tags {"A.1","B.1"}.HasAll({"A","B"}) will return True, {"A","B"}.HasAll({"A.1","B.1"}) will return False If ContainerToCheck is empty/invalid it will always return True, because there were no failed checks
True if this container has ALL of the tags of in ContainerToCheck, including if ContainerToCheck is empty

code: bool HasAll ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & ContainerToCheck ) const


description:
Checks if this container contains ALL of the tags in the specified container, only allowing exact matches {"A.1","B.1"}.HasAll({"A","B"}) will return False If ContainerToCheck is empty/invalid it will always return True, because there were no failed checks
True if this container has ALL of the tags of in ContainerToCheck, including if ContainerToCheck is empty

code: bool HasAllExact ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & ContainerToCheck ) const


description:
Checks if this container contains ANY of the tags in the specified container, only allowing exact matches {"A.1"}.HasAny({"A","B"}) will return False If ContainerToCheck is empty/invalid it will always return False
True if this container has ANY of the tags of in ContainerToCheck

code: bool HasAnyExact ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & ContainerToCheck ) const


description:
Checks if this container contains ANY of the tags in the specified container, also checks against parent tags {"A.1"}.HasAny({"A","B"}) will return True, {"A"}.HasAny({"A.1","B"}) will return False If ContainerToCheck is empty/invalid it will always return False
True if this container has ANY of the tags of in ContainerToCheck

code: bool HasAny ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & ContainerToCheck ) const


description:
Determine if TagToCheck is present in this container, also checking against parent tags {"A.1"}.HasTag("A") will return True, {"A"}.HasTag("A.1") will return False If TagToCheck is not Valid it will always return False
True if TagToCheck is in this container, false if it is not

code: bool HasTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & TagToCheck ) const


description:
Determine if TagToCheck is explicitly present in this container, only allowing exact matches {"A.1"}.HasTagExact("A") will return False If TagToCheck is not Valid it will always return False
True if TagToCheck is in this container, false if it is not

code: bool HasTagExact ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & TagToCheck ) const


code: PRAGMA_DISABLE_DEPRECATION_WARNINGSbool HasTagFast ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) const & TagToCheck, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EGameplayTagMatchType::Type](API\Plugins\StateTreeModule\Type) > TagMatchType, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EGameplayTagMatchType::Type](API\Plugins\StateTreeModule\Type) > TagToCheckMatchType ) const


description: Handles fixup after importing from text

code: bool ImportTextItem ( const TCHAR *& Buffer, int32 PortFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorText )


description: Returns true if container is empty

code: bool IsEmpty() const


description: Returns whether the container has any valid tags

code: bool IsValid() const


code: bool IsValidIndex ( int32 Index ) const


description:
Checks if this container matches the given query.
True if this container matches the query, false otherwise.

code: bool MatchesQuery ( const struct [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) & Query ) const


description: Efficient network serialize, takes advantage of the dictionary

code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


description: Returns the number of explicitly added tags

code: int32 Num() const


description: Assignment/Equality operators

code: [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & operator= ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) const & Other )


code: [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & operator= ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) && Other )


code: bool operator== ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) const & Other ) const


code: bool operator!= ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) const & Other ) const


description: Fill in the ParentTags array and any other transient parameters

code: void PostScriptConstruct()


description: Tag to remove from the container

code: bool RemoveTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & TagToRemove, bool bDeferParentTags )


description: Removes all tags in TagsToRemove from this container

code: void RemoveTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagsToRemove )


description: If a Tag with the specified tag name explicitly exists, it will remove that tag and return true. Otherwise, it returns false. It does NOT check the TagName for validity (i.e. the tag could be obsolete and so not exist in the table). It also does NOT check parents (because it cannot do so for a tag that isn't in the table). NOTE: This function should ONLY ever be used by GameplayTagsManager when redirecting tags. Do NOT make this function public!

code: bool RemoveTagByExplicitName ( const [FName](API\Runtime\Core\UObject\FName) & TagName )


description: Remove all tags from the container. Will maintain slack by default

code: void Reset ( int32 Slack )


description: Serialize the tag container

code: bool Serialize ( [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot )


description: Returns human readable description of what match is being looked for on the readable tag list.

code: [FText](API\Runtime\Core\Internationalization\FText) ToMatchingText ( EGameplayContainerMatchType MatchType, bool bInvertCondition ) const


description: Returns string version of container in ImportText format


description: Returns abbreviated human readable Tag list without parens or property names. If bQuoted is true it will quote each tag

code: [FString](API\Runtime\Core\Containers\FString) ToStringSimple ( bool bQuoted ) const


description: Returns abbreviated human readable Tag list without parens or property names, but will limit each string to specified len. This is to get around output restrictions

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > ToStringsMaxLen ( int32 MaxLen ) const


description: Constructors

code: FGameplayTagContainer()


code: FGameplayTagContainer ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) const & Other )


description: Explicit to prevent people from accidentally using the wrong type of operation

code: FGameplayTagContainer ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag )


code: FGameplayTagContainer ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) && Other )


className: FGameplayTagContainer

description: A Tag Container holds a collection of FGameplayTags, tags are included explicitly by adding them, and implicitly from adding child tags

code: struct FGameplayTagContainer

GameplayTags

type: TArray<FGamepl...

description: Array of gameplay tags

ParentTags

description: Array of expanded parent tags, in addition to GameplayTags.


code: struct FGameplayTagContainerNetSerializerConfig : public [FNetSerializerConfig](API\Runtime\IrisCore\Iris\Serialization\FNetSerializerConfig)


code: static const [FNetSerializerConfig](API\Runtime\IrisCore\Iris\Serialization\FNetSerializerConfig) * GetDefaultConfig()


code: static uint32 GetQuantizedTypeSize()


className: Serializer

code: static const [UE::Net::FNetSerializer](API\Runtime\IrisCore\Iris\Serialization\FNetSerializer) Serializer;


className: FGameplayTagCreationWidgetHelper

description: Helper struct: drop this in another struct to get an embedded create new tag widget.

code: struct FGameplayTagCreationWidgetHelper


className: FGameplayTagNativeAdder

description: Class that can be subclassed by a game/plugin to allow easily adding native gameplay tags at startup

code: struct FGameplayTagNativeAdder


className: FGameplayTagNetSerializerConfig

code: struct FGameplayTagNetSerializerConfig : public [FNetSerializerConfig](API\Runtime\IrisCore\Iris\Serialization\FNetSerializerConfig)


description: Returns true if the tag is a restricted tag and allows non-restricted children


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetAllSourceNames() const


description:
Get the children nodes of this node
Reference to the array of the children nodes of this node

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > > & GetChildTagNodes()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > > & GetChildTagNodes() const


description:
Get the complete tag for the node, including all parent tags, delimited by periods
Complete tag for the node

code: const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GetCompleteTag() const


description:
Get the net index of this node
The net index of this node


description:
Get the parent tag node of this node
The parent tag node of this node

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > GetParentTagNode() const


description:
Get the simple tag for the node (doesn't include any parent tags)
Simple tag for the node


description: Returns a correctly constructed container with only this tag, useful for doing container queries

code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GetSingleTagContainer() const


description: Returns true if the tag was explicitly specified in code or data

code: bool IsExplicitTag() const


description: Returns true if the tag is a restricted tag

code: bool IsRestrictedGameplayTag() const


description: Reset the node of all of its values

code: void ResetNode()


description: Simple constructor, passing redundant data for performance

code: FGameplayTagNode ( [FName](API\Runtime\Core\UObject\FName) InTag, [FName](API\Runtime\Core\UObject\FName) InFullTag, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > InParentNode, bool InIsExplicitTag, bool InIsRestrictedTag, bool InAllowNonRestrictedChildren )


className: FGameplayTagNode

description: Simple tree node for gameplay tags, this stores metadata about specific tags

code: struct FGameplayTagNode


description: Creates this query with the given root expression.

code: void Build ( struct [FGameplayTagQueryExpression](API\Runtime\GameplayTags\FGameplayTagQueryExpression) & RootQueryExpr, [FString](API\Runtime\Core\Containers\FString) InUserDescription )


description: Creates this query based on the given EditableQuery object

code: void BuildFromEditableQuery ( class [UEditableGameplayTagQuery](API\Runtime\GameplayTags\UEditableGameplayTagQuery) & EditableQuery )


description: Static function to assemble and return a query.

code: static [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) BuildQuery ( struct [FGameplayTagQueryExpression](API\Runtime\GameplayTags\FGameplayTagQueryExpression) & RootQueryExpr, [FString](API\Runtime\Core\Containers\FString) InDescription )


description: Resets this query to its default empty state.

code: void Clear()


description: Creates editable query object tree based on this query

code: [UEditableGameplayTagQuery](API\Runtime\GameplayTags\UEditableGameplayTagQuery) * CreateEditableQuery() const


className: EmptyQuery

code: static const [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) EmptyQuery;


description: Returns description string.

code: const [FString](API\Runtime\Core\Containers\FString) & GetDescription() const


description: Gets the explicit list of all unique gameplay tags referenced by the query.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & GetGameplayTagArray() const


code: void GetGameplayTagArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & OutGameplayTags ) const


description: Builds aFGameplayTagQueryExpressionfrom this query.

code: void GetQueryExpr ( struct [FGameplayTagQueryExpression](API\Runtime\GameplayTags\FGameplayTagQueryExpression) & OutExpr ) const


description: Returns true if this query is empty, false otherwise.

code: bool IsEmpty() const


code: static [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) MakeQuery_MatchAllTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) const & InTags )


description: Shortcuts for easily creating common query types Creates a tag query that will match if there are any common tags between the given tags and the tags being queries against.

code: static [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) MakeQuery_MatchAnyTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) const & InTags )


code: static [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) MakeQuery_MatchTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) const & InTag )


code: static [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) MakeQuery_MatchNoTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) const & InTags )


description: Returns true if the given tags match this query, or false otherwise.

code: bool Matches ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) const & Tags ) const


description: Assignment/Equality operators

code: [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) & operator= ( [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) const & Other )


code: [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) & operator= ( [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) && Other )


code: bool operator== ( const [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) & Other ) const


description: Replaces existing tags with passed in tag. Does not modify the tag query expression logic. Useful when you need to cache off and update often used query.

code: void ReplaceTagFast ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) const & Tag )


code: bool operator!= ( const [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) & Other ) const


description: Replaces existing tags with passed in tags. Does not modify the tag query expression logic. Useful when you need to cache off and update often used query. Must use same sized tag container!

code: void ReplaceTagsFast ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) const & Tags )


description: Serialize the tag query

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FGameplayTagQuery ( [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) const & Other )


code: FGameplayTagQuery ( [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) && Other )


code: [FGameplayTagQueryExpression](API\Runtime\GameplayTags\FGameplayTagQueryExpression) & AddExpr ( [FGameplayTagQueryExpression](API\Runtime\GameplayTags\FGameplayTagQueryExpression) & Expr )


className: FGameplayTagQuery

description: Queries are internally represented as a byte stream that is memory-efficient and can be evaluated quickly at runtime. Note: these have an extensive details and graph pin customization for editing, so there is no need to expose the internals to Blueprints.

code: struct FGameplayTagQuery


code: [FGameplayTagQueryExpression](API\Runtime\GameplayTags\FGameplayTagQueryExpression) & AddTag ( TCHAR const * TagString )


code: [FGameplayTagQueryExpression](API\Runtime\GameplayTags\FGameplayTagQueryExpression) & AddTag ( [FName](API\Runtime\Core\UObject\FName) TagName )


code: [FGameplayTagQueryExpression](API\Runtime\GameplayTags\FGameplayTagQueryExpression) & AddTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag )


code: [FGameplayTagQueryExpression](API\Runtime\GameplayTags\FGameplayTagQueryExpression) & AddTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) const & Tags )


description: Converts the existing TagQueryExpression into a json object. Returns true on success

code: bool ConvertToJsonObject ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > & OutObject ) const


description: Fluid syntax approach for setting the type of this expression.


description: Writes this expression to the given token stream.

code: void EmitTokens ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & TokenStream, [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & TagDictionary ) const


description: Uses the input json object and fills out the OutQueryExpression with the data.

code: static bool MakeFromJsonObject ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > & InObject, [FGameplayTagQueryExpression](API\Runtime\GameplayTags\FGameplayTagQueryExpression) & OutQueryExpression )


description: Returns true if this expression uses the expression list data.

code: bool UsesExprSet() const


description: Returns true if this expression uses the tag data.

code: bool UsesTagSet() const


className: FGameplayTagQueryExpression

code: struct FGameplayTagQueryExpression

ExprSet

type: TArray< struct ...

description: Expression list, for expression types that need it

ExprType

type: EGameplayTagQue...

description: Which type of expression this is.

TagSet

description: Tag list, for expression types that need it


description: This enables lookups by old tag name via FindByKey.

code: bool operator== ( [FName](API\Runtime\Core\UObject\FName) OtherOldTagName ) const


className: FGameplayTagRedirect

description: A single redirect from a deleted tag to the new tag that should replace it

code: struct FGameplayTagRedirect


description: Sees if the tag name should be redirected to a different tag, returns null if there is no active redirect

code: const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) * RedirectTag ( const [FName](API\Runtime\Core\UObject\FName) & InTagName ) const


description: Refreshes the redirect map after a config change

code: void RefreshTagRedirects()


className: FGameplayTagRedirectors

description: No constructors are accessible with public or protected access.

code: class FGameplayTagRedirectors


description: Returns the config file that created this source, if valid


className: FGameplayTagSearchPathInfo

description: Struct describing the places to look for ini search paths

code: struct FGameplayTagSearchPathInfo

bWasAddedToTree

type: bool

description: True if the tags in sources have been added to the current tree

bWasSearched

description: True if this path has already been searched

SourcesInPath

type: TArray<FName>

description: Which sources should be loaded from this path

TagIniList

description: Config files to load from, will normally correspond to FoundSources


code: static [FGameplayTagRedirectors](API\Runtime\GameplayTags\FGameplayTagRedirectors) & Get()


code: static void SetFavoriteName ( [FName](API\Runtime\Core\UObject\FName) TagSourceToFavorite )


code: FGameplayTagSource ( [FName](API\Runtime\Core\UObject\FName) InSourceName, EGameplayTagSourceType InSourceType, [UGameplayTagsList](API\Runtime\GameplayTags\UGameplayTagsList) * InSourceTagList, [URestrictedGameplayTagsList](API\Runtime\GameplayTags\URestrictedGameplayTagsList) * InSourceRestrictedTagList )


className: FGameplayTagSource

description: Struct defining where gameplay tags are loaded/saved from. Mostly for the editor

code: struct FGameplayTagSource

SourceName

description: Name of this source

SourceRestrictedTagList

type: TObjectPtr< cla...

description: If this has restricted tags and is bound to an ini object for saving, this is the one

SourceTagList

description: If this is bound to an ini object for saving, this is the one

SourceType

type: EGameplayTagSou...

description: Type of this source


description: Assignment/Equality operators

code: [FGameplayTagTableRow](API\Runtime\GameplayTags\FGameplayTagTableRow) & operator= ( [FGameplayTagTableRow](API\Runtime\GameplayTags\FGameplayTagTableRow) const & Other )


code: bool operator== ( [FGameplayTagTableRow](API\Runtime\GameplayTags\FGameplayTagTableRow) const & Other ) const


code: bool operator< ( [FGameplayTagTableRow](API\Runtime\GameplayTags\FGameplayTagTableRow) const & Other ) const


code: bool operator!= ( [FGameplayTagTableRow](API\Runtime\GameplayTags\FGameplayTagTableRow) const & Other ) const


description: Constructors

code: FGameplayTagTableRow()


code: FGameplayTagTableRow ( [FGameplayTagTableRow](API\Runtime\GameplayTags\FGameplayTagTableRow) const & Other )


code: FGameplayTagTableRow ( [FName](API\Runtime\Core\UObject\FName) InTag, const [FString](API\Runtime\Core\Containers\FString) & InDevComment )


className: FGameplayTagTableRow

description: Simple struct for a table row in the gameplay tag table and element in the ini list

code: struct FGameplayTagTableRow : public [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase)

DevComment

description: Developer comment clarifying the usage of a particular tag, not user facing

Tag

description: Tag specified in the table


code: operator FGameplayTag() const


code: FNativeGameplayTag ( [FName](API\Runtime\Core\UObject\FName) PluginName, [FName](API\Runtime\Core\UObject\FName) ModuleName, [FName](API\Runtime\Core\UObject\FName) TagName, const [FString](API\Runtime\Core\Containers\FString) & TagDevComment, ENativeGameplayTagToken )


className: FNativeGameplayTag

description: Holds a gameplay tag that was registered during static construction of the module, and will be unregistered when the module unloads. Each registration is based on the native tag pointer so even if two modules register the same tag and one is unloaded, the tag will still be registered by the other one.

code: class FNativeGameplayTag : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


code: bool operator== ( const [FRestrictedConfigInfo](API\Runtime\GameplayTags\FRestrictedConfigInfo) & Other ) const


code: bool operator!= ( const [FRestrictedConfigInfo](API\Runtime\GameplayTags\FRestrictedConfigInfo) & Other ) const


className: FRestrictedConfigInfo

code: struct FRestrictedConfigInfo

RestrictedConfigName

description: Allows new tags to be saved into their own INI file.


code: bool operator== ( [FRestrictedGameplayTagTableRow](API\Runtime\GameplayTags\FRestrictedGameplayTagTableRow) const & Other ) const


description: Assignment/Equality operators

code: [FRestrictedGameplayTagTableRow](API\Runtime\GameplayTags\FRestrictedGameplayTagTableRow) & operator= ( [FRestrictedGameplayTagTableRow](API\Runtime\GameplayTags\FRestrictedGameplayTagTableRow) const & Other )


description: Constructors

code: FRestrictedGameplayTagTableRow()


code: bool operator!= ( [FRestrictedGameplayTagTableRow](API\Runtime\GameplayTags\FRestrictedGameplayTagTableRow) const & Other ) const


code: FRestrictedGameplayTagTableRow ( [FRestrictedGameplayTagTableRow](API\Runtime\GameplayTags\FRestrictedGameplayTagTableRow) const & Other )


code: FRestrictedGameplayTagTableRow ( [FName](API\Runtime\Core\UObject\FName) InTag, const [FString](API\Runtime\Core\Containers\FString) & InDevComment, bool InAllowNonRestrictedChildren )


className: FRestrictedGameplayTagTableRow

description: Simple struct for a table row in the restricted gameplay tag table and element in the ini list

code: struct FRestrictedGameplayTagTableRow : public [FGameplayTagTableRow](API\Runtime\GameplayTags\FGameplayTagTableRow)

bAllowNonRestrictedChildren

description: Tag specified in the table


description: Get any owned gameplay tags on the asset

code: void GetOwnedGameplayTags &40; FGameplayTagContainer & TagContainer &41; const


description:
Check if the asset has gameplay tags that matches against all of the specified tags (expands to include parents of asset tags)
True if the asset has matches all of the gameplay tags, will be true if container is empty

code: virtual bool HasAllMatchingGameplayTags &40; const FGameplayTagContainer & TagContainer &41; const


description:
Check if the asset has gameplay tags that matches against any of the specified tags (expands to include parents of asset tags)
True if the asset has matches any of the gameplay tags, will be false if container is empty

code: virtual bool HasAnyMatchingGameplayTags &40; const FGameplayTagContainer & TagContainer &41; const


className: IGameplayTagAssetInterface

code: class IGameplayTagAssetInterface


description:
Check if the asset has a gameplay tag that matches against the specified tag (expands to include parents of asset tags)
True if the asset has a gameplay tag that matches, false if not

code: virtual bool HasMatchingGameplayTag &40; FGameplayTag TagToCheck &41; const


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IGameplayTagsModule](API\Runtime\GameplayTags\IGameplayTagsModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: OnGameplayTagTreeChanged

description: Delegate for when assets are added to the tree


className: OnTagSettingsChanged

description: Delegate that gets called after the settings have changed in the editor


className: IGameplayTagsModule

description: The public interface to this module, generally you should access the manager directly instead

code: class IGameplayTagsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: WithImportTextItem

code: enum &123; WithImportTextItem = true &125;


className: WithNetSerializer

code: enum &123; WithNetSerializer = true &125;


className: WithNetSharedSerialization

code: enum &123; WithNetSharedSerialization = true &125;


className: WithPostSerialize

code: enum &123; WithPostSerialize = true &125;


code: enum &123; WithStructuredSerializeFromMismatchedTag = true &125;


className: TStructOpsTypeTraits< FGameplayTag >

code: template<> struct TStructOpsTypeTraits< FGameplayTag > : public [TStructOpsTypeTraitsBase2< FGameplayTag >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithCopy

code: enum &123; WithCopy = true &125;


className: WithIdenticalViaEquality

code: enum &123; WithIdenticalViaEquality = true &125;


className: WithPostScriptConstruct

code: enum &123; WithPostScriptConstruct = true &125;


className: WithSerializerObjectReferences

code: static WithSerializerObjectReferences = EPropertyObjectReferenceType::None;


className: WithStructuredSerializer

code: enum &123; WithStructuredSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FGameplayTagContainer > : public [TStructOpsTypeTraitsBase2< FGameplayTagContainer >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FGameplayTagQuery > : public [TStructOpsTypeTraitsBase2< FGameplayTagQuery >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Adds a single tag to the passed in tag container

code: static void AddGameplayTag ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag )


description: Appends all tags in the InTagContainer to InOutTagContainer

code: static void AppendGameplayTagContainers ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InOutTagContainer, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InTagContainer )


description:
Check if the specified tag container matches the given Tag Query
True if the container matches the query, false otherwise.

code: static bool DoesContainerMatchTagQuery ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer, const [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) & TagQuery )


description:
Check if the specified tag container has the specified tag, using the specified tag matching types
True if the container has the specified tag, false if it does not

code: static bool DoesTagAssetInterfaceHaveTag ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IGameplayTagAssetInterface](API\Runtime\GameplayTags\IGameplayTagAssetInterface) > TagContainerInterface, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag )


description: Returns true if the values are equal (A == B)

code: static bool EqualEqual_GameplayTagContainer ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & A, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & B )


code: static bool EqualEqual_GameplayTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) A, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) B )


description: Returns anFStringlisting all of the gameplay tags in the tag container for debugging purposes.

code: static [FString](API\Runtime\Core\Containers\FString) GetDebugStringFromGameplayTagContainer ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer )


description: Get an array of all actors of a specific class (or subclass of that class) which match the specified gameplay tag query.

code: static void GetAllActorsOfClassMatchingTagQuery ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, const [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) & GameplayTagQuery, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors )


description: Returns anFStringrepresentation of a gameplay tag for debugging purposes.

code: static [FString](API\Runtime\Core\Containers\FString) GetDebugStringFromGameplayTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayTag )


description:
Get the number of gameplay tags in the specified container
The number of tags in the specified container

code: static int32 GetNumGameplayTagsInContainer ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer )


description: ReturnsFNameof this tag

code: static [FName](API\Runtime\Core\UObject\FName) GetTagName ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GameplayTag )


description:
Check Gameplay tags in the interface has all of the specified tags in the tag container (expands to include parents of asset tags)
True if the tagcontainer in the interface has all the tags inside the container.

code: static bool HasAllMatchingGameplayTags ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IGameplayTagAssetInterface](API\Runtime\GameplayTags\IGameplayTagAssetInterface) > TagContainerInterface, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & OtherContainer )


description:
Check if the specified tag container has ALL of the tags in the other container
True if the container has ALL of the tags in the other container

code: static bool HasAllTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & OtherContainer, bool bExactMatch )


description: Breaks tag container into explicit array of tags

code: static void BreakGameplayTagContainer ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GameplayTagContainer, [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & GameplayTags )


description:
Check if the specified tag container has ANY of the tags in the other container
True if the container has ANY of the tags in the other container

code: static bool HasAnyTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & OtherContainer, bool bExactMatch )


description:
Check if the tag container has the specified tag
True if the container has the specified tag, false if it does not

code: static bool HasTag ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag, bool bExactMatch )


description: Returns true if the passed in gameplay tag is non-null

code: static bool IsGameplayTagValid ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayTag )


description:
Check if the specified tag query is empty
True if the query is empty, false otherwise.

code: static bool IsTagQueryEmpty ( const [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) & TagQuery )


description: Creates aFGameplayTagContainercontaining a single tag

code: static [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) MakeGameplayTagContainerFromTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) SingleTag )


description: Creates aFGameplayTagContainerfrom the array of passed in tags

code: static [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) MakeGameplayTagContainerFromArray ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & GameplayTags )


description:
Creates a literalFGameplayTagQuerywith a prepopulated AnyTagsMatch expression
The literalFGameplayTagQuery

code: static [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) MakeGameplayTagQuery_MatchAnyTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InTags )


description:
Creates a literalFGameplayTagQuerywith a prepopulated AllTagsMatch expression
The literalFGameplayTagQuery

code: static [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) MakeGameplayTagQuery_MatchAllTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InTags )


description:
Creates a literalFGameplayTagQuerywith a prepopulated NoTagsMatch expression
The literalFGameplayTagQuery

code: static [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) MakeGameplayTagQuery_MatchNoTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & InTags )


description: Creates a literalFGameplayTagQueryThe literalFGameplayTagQuery

code: static [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) MakeGameplayTagQuery ( [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) TagQuery )


description: Creates a literalFGameplayTagContainer

code: static [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) MakeLiteralGameplayTagContainer ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) Value )


description: Creates a literalFGameplayTag

code: static [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) MakeLiteralGameplayTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Value )


description:
Determine if TagOne matches against any tag in OtherContainer
True if TagOne matches any tags explicitly present in OtherContainer

code: static bool MatchesAnyTags ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) TagOne, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & OtherContainer, bool bExactMatch )


description:
Determine if TagOne matches against TagTwo
True if TagOne matches TagTwo

code: static bool MatchesTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) TagOne, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) TagTwo, bool bExactMatch )


description: Returns true if the values are not equal (A != B)

code: static bool NotEqual_GameplayTagContainer ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & A, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & B )


code: static bool NotEqual_GameplayTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) A, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) B )


description: Checks if a gameplay tag containers's name and a string are not equal to one another

code: static bool NotEqual_TagContainerTagContainer ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) A, [FString](API\Runtime\Core\Containers\FString) B )


description: Checks if a gameplay tag's name and a string are not equal to one another

code: static bool NotEqual_TagTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) A, [FString](API\Runtime\Core\Containers\FString) B )


description: Remove a single tag from the passed in tag container, returns true if found

code: static bool RemoveGameplayTag ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag )


code: UBlueprintGameplayTagLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBlueprintGameplayTagLibrary

code: class UBlueprintGameplayTagLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Converts this editor query construct into the runtime-usable token stream.

code: void EmitTokens ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & TokenStream, [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & TagDictionary, [FString](API\Runtime\Core\Containers\FString) * DebugString ) const


description: Generates and returns the export text for this query.

code: [FString](API\Runtime\Core\Containers\FString) GetTagQueryExportText ( [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) const & TagQuery )


className: UEditableGameplayTagQuery

description: This is an editor-only representation of a query, designed to be editable with a typical property window. To edit a query in the editor, anFGameplayTagQueryis converted to a set of UObjects and edited, When finished, the query struct is rewritten and these UObjects are discarded. This query representation is not intended for runtime use.

code: class UEditableGameplayTagQuery : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AutoDescription

description: Automatically-generated description

RootExpression

description: The base expression of this query.

UserDescription

description: User-supplied description, shown in property details.


code: void EmitExprListTokens ( [TArray](API\Runtime\Core\Containers\TArray)< [UEditableGameplayTagQueryExpression](API\Runtime\GameplayTags\UEditableGameplayTagQueryExpress-) * > const & ExprList, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & TokenStream, [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & TagDictionary, [FString](API\Runtime\Core\Containers\FString) * DebugString ) const


code: void EmitTagTokens ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) const & TagsToEmit, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & TokenStream, [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & TagDictionary, [FString](API\Runtime\Core\Containers\FString) * DebugString ) const


code: virtual void EmitTokens ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & TokenStream, [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & TagDictionary, [FString](API\Runtime\Core\Containers\FString) * DebugString ) const


className: UEditableGameplayTagQueryExpression

code: class UEditableGameplayTagQueryExpression : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: class UEditableGameplayTagQueryExpression_NoTagsMatch : public [UEditableGameplayTagQueryExpression](API\Runtime\GameplayTags\UEditableGameplayTagQueryExpress-)

Tags

type: FGameplayTagCon...


description: Used to prevent people from putting UE_DEFINE_GAMEPLAY_TAG_STATIC and UE_DEFINE_GAMEPLAY_TAG in their headers.

code: namespace UE { namespace GameplayTags { namespace Private { constexpr bool UE::GameplayTags::Private::HasFileExtension ( const char * File ) } } }


code: UGameplayTagAssetInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UGameplayTagAssetInterface

description: Interface for assets which contain gameplay tags

code: class UGameplayTagAssetInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategoryName() const


code: UGameplayTagsDeveloperSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UGameplayTagsDeveloperSettings

code: class UGameplayTagsDeveloperSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

DeveloperConfigName

description: Allows new tags to be saved into their own INI file.

FavoriteTagSource

description: Stores the favorite tag source, used as the default ini when adding new tags, can be toggled on/off using the button next to the tag source picker


description: Sorts tags alphabetically

code: void SortTags()


code: UGameplayTagsList ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UGameplayTagsList

description: Base class for storing a list of gameplay tags as an ini list. This is used for both the central list and additional lists

code: class UGameplayTagsList : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ConfigFileName

description: Relative path to the ini file that is backing this list

GameplayTagList

description: List of tags saved to this file


code: class UEditableGameplayTagQueryExpression_NoExprMatch : public [UEditableGameplayTagQueryExpression](API\Runtime\GameplayTags\UEditableGameplayTagQueryExpress-)

Expressions

type: TArray<TObject...


description: Only callable fromFNativeGameplayTag, these functions do less error checking and can happen after initial tag loading is done.

code: void AddNativeGameplayTag &40; FNativeGameplayTag &42; TagSource &41;


description:
Registers the given name as a gameplay tag, and tracks that it is being directly referenced from code This can only be called during engine initialization, the table needs to be locked down before replication
Will return the correspondingFGameplayTag

code: [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) AddNativeGameplayTag ( [FName](API\Runtime\Core\UObject\FName) TagName, const [FString](API\Runtime\Core\Containers\FString) & TagDevComment )


description: Loads tag inis contained in the specified path

code: void AddTagIniSearchPath ( const [FString](API\Runtime\Core\Containers\FString) & RootDir )


code: void CallOrRegister_OnDoneAddingNativeTagsDelegate ( FSimpleMulticastDelegate::FDelegate Delegate )


description: Helper function to construct the gameplay tag tree

code: void ConstructGameplayTagTree()


code: DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FOnGameplayTagLoaded, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & )


description: Helper function to destroy the gameplay tag tree

code: void DestroyGameplayTagTree()


description: Call to flush the list of native tags, once called it is unsafe to add more

code: void DoneAddingNativeTags()


description: Refresh the gameplaytag tree due to an editor change

code: void EditorRefreshGameplayTagTree()


code: FFilterGameplayTagContext &40; const FString & InFilterString, const TSharedPtr< FGameplayTagNode > & InTagNode, const FGameplayTagSource &42; InTagSource, const TSharedPtr< IPropertyHandle > & InReferencingPropertyHandle &41;


className: FFilterGameplayTagContext

code: struct FFilterGameplayTagContext

FilterString

type: constFString&

ReferencingPropertyHandle

type: constTSharedPt...

TagSource

type: constFGameplay...


description: Searches for a gameplay tag given a partial string. This is slow and intended mainly for console commands/utilities to make developer life's easier. This will attempt to match as best as it can. If you pass "A.b" it will match on "A.b." before it matches "a.b.c".

code: [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) FindGameplayTagFromPartialString_Slow ( [FString](API\Runtime\Core\Containers\FString) PartialString ) const


description:
Checks node tree to see if aFGameplayTagNodewith the tag exists
A shared pointer to theFGameplayTagNodefound, or NULL if not found.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > FindTagNode ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GameplayTag ) const


description:
Checks node tree to see if aFGameplayTagNodewith the name exists
A shared pointer to theFGameplayTagNodefound, or NULL if not found.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > FindTagNode ( [FName](API\Runtime\Core\UObject\FName) TagName ) const


description: Returns the tag source for a given tag source name and type, or null if not found

code: [FGameplayTagSource](API\Runtime\GameplayTags\FGameplayTagSource) * FindTagSource ( [FName](API\Runtime\Core\UObject\FName) TagSourceName )


code: const [FGameplayTagSource](API\Runtime\GameplayTags\FGameplayTagSource) * FindTagSource ( [FName](API\Runtime\Core\UObject\FName) TagSourceName ) const


code: void FindTagsWithSource ( FStringView PackageNameOrPath, [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & OutTags ) const


description: Fills in an array with all tag sources of a specific type

code: void FindTagSourcesWithType ( EGameplayTagSourceType TagSourceType, [TArray](API\Runtime\Core\Containers\TArray)< const [FGameplayTagSource](API\Runtime\GameplayTags\FGameplayTagSource) * > & OutArray ) const


className: FOnFilterGameplayTag

description: Allows dynamic hiding of gameplay tags inSGameplayTagWidget. Allows higher order structs to dynamically change which tags are visible based on its own data Applies to all tags, and has more context than OnFilterGameplayTagChildren

code: typedef TMulticastDelegate_TwoParams< void, const [FFilterGameplayTagContext](API\Runtime\GameplayTags\UGameplayTagsManager\FFilterGameplayTagContext) &, bool & > FOnFilterGameplayTag


className: FOnFilterGameplayTagChildren

description: Allows dynamic hiding of gameplay tags inSGameplayTagWidget. Allows higher order structs to dynamically change which tags are visible based on its own data

code: typedef TMulticastDelegate_ThreeParams< void, const [FString](API\Runtime\Core\Containers\FString) &, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > &, bool & > FOnFilterGameplayTagChildren


className: FOnGameplayTagDoubleClickedEditor

code: typedef TMulticastDelegate_TwoParams< void, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag), FSimpleMulticastDelegate & > FOnGameplayTagDoubleClickedEditor


className: FOnGetCategoriesMetaFromPropertyHandle

description: Chance to dynamically change filter string based on a property handle

code: typedef TMulticastDelegate_TwoParams< void, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) >, [FString](API\Runtime\Core\Containers\FString) & > FOnGetCategoriesMetaFromPropertyHandle


description:
Check to see how closely two FGameplayTags match. Higher values indicate more matching terms in the tags.
the length of the longest matching pair

code: int32 GameplayTagsMatchDepth ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GameplayTagOne, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GameplayTagTwo ) const


description: Notification that a tag container has been loaded via serialize

code: void GameplayTagContainerLoaded ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & Container, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * SerializingProperty ) const


description: Returns the globalUGameplayTagsManagermanager

code: static [UGameplayTagsManager](API\Runtime\GameplayTags\UGameplayTagsManager) & Get()


description: Returns "Categories" meta property from given field, used for filtering by tag widget

code: template<typename TFieldType> [FString](API\Runtime\Core\Containers\FString) GetCategoriesMetaFromField ( TFieldType * Field ) const


description: Gets a list of all gameplay tag nodes added by the specific source

code: void GetAllTagsFromSource ( [FName](API\Runtime\Core\UObject\FName) TagSource, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > > & OutTagArray ) const


description: Gets a Filtered copy of the GameplayRootTags Array based on the comma delimited filter string passed in

code: void GetFilteredGameplayRootTags ( const [FString](API\Runtime\Core\Containers\FString) & InFilterString, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > > & OutTagArray ) const


description: Returns possibly nullptr to the manager. Needed for some shutdown cases to avoid reallocating.

code: static [UGameplayTagsManager](API\Runtime\GameplayTags\UGameplayTagsManager) * GetIfAllocated()


description: This is the actual value for an invalid tag "None". This is computed at runtime as (Total number of tags) + 1


description: Returns "GameplayTagFilter" meta property from given function, used for filtering by tag widget for any parameters of the function that end up as BP pins

code: [FString](API\Runtime\Core\Containers\FString) GetCategoriesMetaFromFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Func, [FName](API\Runtime\Core\UObject\FName) ParamName ) const


description: The length in bits of the first segment when net serializing tags. We will serialize NetIndexFirstBitSegment + 1 bit to indicatore "more" (more = second segment that is NetIndexTrueBitNum - NetIndexFirstBitSegment)


code: FGameplayTagNetIndex GetNetIndexFromTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & InTag ) const


description: Cached number of bits we need to replicate tags. That is, Log2(Number of Tags). Will always be <= 16.

code: int32 GetNetIndexTrueBitNum() const


description: Returns "Categories" meta property from given handle, used for filtering by tag widget

code: [FString](API\Runtime\Core\Containers\FString) GetCategoriesMetaFromPropertyHandle ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > > & GetNetworkGameplayTagNodeIndex() const


description: Returns the number of parents a particular gameplay tag has. Useful as a quick way to determine which tags may be more "specific" than other tags without comparing whether they are in the same hierarchy or anything else. Example: "TagA.SubTagA" has 2 Tag Nodes. "TagA.SubTagA.LeafTagA" has 3 Tag Nodes.

code: int32 GetNumberOfTagNodes ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GameplayTag ) const


description: Returns the hash of NetworkGameplayTagNodeIndex


description: Gets the number of tag source search paths

code: int32 GetNumTagSourceSearchPaths()


description: Returns a list of the owners for a restricted tag config file. May be empty

code: void GetOwnersForTagSource ( const [FString](API\Runtime\Core\Containers\FString) & SourceName, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutOwners ) const


description: Returns a list of the ini files that contain restricted tags

code: void GetRestrictedTagConfigFiles ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & RestrictedConfigFiles ) const


description: Returns a list of the source files that contain restricted tags

code: void GetRestrictedTagSources ( [TArray](API\Runtime\Core\Containers\TArray)< const [FGameplayTagSource](API\Runtime\GameplayTags\FGameplayTagSource) * > & Sources ) const


description:
Helper function to get the stored TagContainer containing only this tag, which has searchable ParentTags
Pointer to container with this tag

code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) * GetSingleTagContainer ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GameplayTag ) const


description: Returns information about tag. If not found return false

code: bool GetTagEditorData ( [FName](API\Runtime\Core\UObject\FName) TagName, [FString](API\Runtime\Core\Containers\FString) & OutComment, [FName](API\Runtime\Core\UObject\FName) & OutFirstTagSource, bool & bOutIsTagExplicit, bool & bOutIsRestrictedTag, bool & bOutAllowNonRestrictedChildren ) const


code: bool GetTagEditorData ( [FName](API\Runtime\Core\UObject\FName) TagName, [FString](API\Runtime\Core\Containers\FString) & OutComment, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutTagSources, bool & bOutIsTagExplicit, bool & bOutIsRestrictedTag, bool & bOutAllowNonRestrictedChildren ) const


description: Gets a tag name from net index and vice versa, used for replication efficiency

code: [FName](API\Runtime\Core\UObject\FName) GetTagNameFromNetIndex ( FGameplayTagNetIndex Index ) const


description: Gets all the current directories to look for tag sources in

code: void GetTagSourceSearchPaths ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutPaths )


description: Handles establishing a single tag from an imported tag name (accounts for redirects too). Called when tags are imported via text.

code: bool ImportSingleGameplayTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag, [FName](API\Runtime\Core\UObject\FName) ImportedTagName, bool bImportFromSerialize ) const


description: Returns true if this tag is directly in the dictionary already

code: bool IsDictionaryTag ( [FName](API\Runtime\Core\UObject\FName) TagName ) const


description:
Returns true if this is a valid gameplay tag string (foo.bar.baz). If false, it will fill
True if this can be added to the tag dictionary, false if there's a syntax error

code: bool IsValidGameplayTagString ( const [FString](API\Runtime\Core\Containers\FString) & TagString, [FText](API\Runtime\Core\Internationalization\FText) * OutError, [FString](API\Runtime\Core\Containers\FString) * OutFixedString )


description: Loads the tag tables referenced in the GameplayTagSettings object

code: void LoadGameplayTagTables ( bool bAllowAsyncLoad )


code: static const [FName](API\Runtime\Core\UObject\FName) NAME_GameplayTagFilter;


code: static const [FName](API\Runtime\Core\UObject\FName) NAME_Categories;


code: void NotifyGameplayTagDoubleClickedEditor ( [FString](API\Runtime\Core\Containers\FString) TagName )


code: void NotifyTagReplicated ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag, bool WasInContainer )


code: static FSimpleMulticastDelegate & OnLastChanceToAddNativeTags()


className: OnEditorRefreshGameplayTagTree

description: This is called after EditorRefreshGameplayTagTree. Useful if you need to do anything editor related when tags are added or removed


description: Mechanism for tracking what tags are frequently replicated

code: void PrintReplicationFrequencyReport()


code: void PrintReplicationIndices()


description: Handles redirectors for a single tag, will also error on invalid tag. This is only called for when individual tags are serialized on their own

code: void RedirectSingleGameplayTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * SerializingProperty ) const


description: Handles redirectors for an entire container, will also error on invalid tags

code: void RedirectTagsForContainer ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & Container, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * SerializingProperty ) const


description: Tries to remove the specified search path, will return true if anything was removed

code: bool RemoveTagIniSearchPath ( const [FString](API\Runtime\Core\Containers\FString) & RootDir )


description: Gets the list of all tags in the dictionary

code: void RequestAllGameplayTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer, bool OnlyIncludeDictionaryTags ) const


description: Gets a Tag Container containing all of the tags in the hierarchy that are children of this tag, and were explicitly added to the dictionary

code: [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) RequestGameplayTagChildrenInDictionary ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GameplayTag ) const


description: Gets a Tag Container containing all of the tags in the hierarchy that are children of this tag, were explicitly added to the dictionary, and do not have any explicitly added tags between them and the specified tag

code: [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) RequestGameplayTagDirectDescendantsInDictionary ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GameplayTag, EGameplayTagSelectionType SelectionType ) const


description:
Gets theFGameplayTagthat corresponds to the TagName
Will return the correspondingFGameplayTagor an empty one if not found.

code: [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) RequestGameplayTag ( [FName](API\Runtime\Core\UObject\FName) TagName, bool ErrorIfNotFound ) const


description:
Gets a Tag Container containing the all tags in the hierarchy that are children of this tag. Does not return the original tag
A Tag Container with the supplied tag and all its parents added explicitly

code: [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) RequestGameplayTagChildren ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GameplayTag ) const


description: Adds the gameplay tags corresponding to the strings in the array TagStrings to OutTagsContainer

code: void RequestGameplayTagContainer ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & TagStrings, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & OutTagsContainer, bool bErrorIfNotFound ) const


description: Returns direct parent GameplayTag of this GameplayTag, calling on x.y will return x

code: [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) RequestGameplayTagDirectParent ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GameplayTag ) const


description:
Gets a Tag Container containing the supplied tag and all of it's parents as explicit tags
A Tag Container with the supplied tag and all its parents added explicitly

code: [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) RequestGameplayTagParents ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GameplayTag ) const


description: Resumes EditorRefreshGameplayTagTree requests; triggers a refresh if a request was made while it was suspended

code: void ResumeEditorRefreshGameplayTagTree ( [FGuid](API\Runtime\Core\Misc\FGuid) SuspendToken )


description: Should we clear references to invalid tags loaded/saved in the editor

code: bool ShouldClearInvalidTags() const


description: Returns true if we should import tags fromUGameplayTagsSettingsobjects (configured by INI files)

code: bool ShouldImportTagsFromINI() const


description: If we are allowed to unload tags

code: bool ShouldUnloadTags() const


description: Should use fast replication

code: bool ShouldUseFastReplication() const


description: Should we print loading errors when trying to load invalid tags

code: bool ShouldWarnOnInvalidTags() const


code: bool ShowGameplayTagAsHyperLinkEditor ( [FString](API\Runtime\Core\Containers\FString) TagName )


description: Notification that a gameplay tag has been loaded via serialize

code: void SingleGameplayTagLoaded ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * SerializingProperty ) const


className: SingletonManager

description: The Tag Manager singleton

code: static [UGameplayTagsManager](API\Runtime\GameplayTags\UGameplayTagsManager) * SingletonManager = nullptr;


description: Splits a tag such as x.y.z into an array of names {x,y,z}

code: void SplitGameplayTagFName ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutNames ) const


description: Helper function, made to be called by custom OnGetCategoriesMetaFromPropertyHandle handlers

code: static [FString](API\Runtime\Core\Containers\FString) StaticGetCategoriesMetaFromPropertyHandle ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle )


description: Returns true if if the passed in name is in the tag dictionary and can be created

code: bool ValidateTagCreation ( [FName](API\Runtime\Core\UObject\FName) TagName ) const


code: UGameplayTagsManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Destructor

code: ~UGameplayTagsManager()


className: UGameplayTagsManager

description: Holds data about the tag dictionary, is in a singletonUObject

code: class UGameplayTagsManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

NumBitsForContainerSize

description: Numbers of bits to use for replicating container size. This can be set via config.

OnFilterGameplayTag

type: FOnFilterGamepl...

OnGatherGameplayTagDoubleClickedEditor

type: FOnGameplayTagD...

OnGetCategoriesMetaFromPropertyHandle

type: FOnGetCategorie...

ReplicationCountMap

type: TMap<FGameplay...


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: UGameplayTagsSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UGameplayTagsSettings

description: 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).

code: class UGameplayTagsSettings : public [UGameplayTagsList](API\Runtime\GameplayTags\UGameplayTagsList)

AllowEditorTagUnloading

description: If true, will allow unloading of tags in the editor when plugins are removed

AllowGameTagUnloading

description: 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

CategoryRemapping

description: Category remapping.

ClearInvalidTags

description: If true, will clear any invalid tags when reading in saved tag references that are not in the dictionary

CommonlyReplicatedTags

description: List of most frequently replicated tags

FastReplication

description: If true, will replicate gameplay tags by index instead of name.

GameplayTagRedirects

description: List of active tag redirects

GameplayTagTableList

type: TArray<FSoftOb...

description: List of data tables to load tags from

ImportTagsFromConfig

description: If true, will import tags from ini files in the config/tags folder

InvalidTagCharacters

type: FString

description: These characters cannot be used in gameplay tags, in addition to special ones like newline

NetIndexFirstBitSegment

description: The length in bits of the first segment when net serializing tags.

NewTagSource

description: Add a new gameplay tag config file for saving plugin or game-specific tags.

NumBitsForContainerSize

description: Numbers of bits to use for replicating container size, set this based on how large your containers tend to be

RestrictedConfigFiles

type: TArray<FRestri...

description: A list of .ini files used to store restricted gameplay tags.

RestrictedTagList

description: Dummy parameters used to hook the editor UI.

WarnOnInvalidTags

description: If true, will give load warnings when reading in saved tag references that are not in the dictionary


description: Sorts tags alphabetically

code: void SortTags()


description: Suspends EditorRefreshGameplayTagTree requests

code: void SuspendEditorRefreshGameplayTagTree ( [FGuid](API\Runtime\Core\Misc\FGuid) SuspendToken )


code: URestrictedGameplayTagsList ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: URestrictedGameplayTagsList

description: Base class for storing a list of restricted gameplay tags as an ini list. This is used for both the central list and additional lists

code: class URestrictedGameplayTagsList : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ConfigFileName

description: Relative path to the ini file that is backing this list

RestrictedGameplayTagList

description: List of restricted tags saved to this file


module: GameplayTasks

code: [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) & AddID ( uint8 ResourceID )


code: [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) & AddSet ( [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) Other )


className: FFlagContainer

code: typedef uint16 FFlagContainer


className: FResourceID

code: typedef uint8 FResourceID


code: [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) GetDifference ( [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) Other ) const


code: [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) GetOverlap ( [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) Other ) const


code: bool HasAllIDs ( [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) Other ) const


code: bool HasAnyID ( [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) Other ) const


code: bool HasID ( uint8 ResourceID ) const


className: MaxResources

code: enum { MaxResources = sizeof(FFlagContainer)* 8 }


code: bool operator!= ( const [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) & Other ) const


code: bool operator== ( const [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) & Other ) const


code: [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) & RemoveID ( uint8 ResourceID )


description: Mind that this constructor takesflagsnot individual IDs

code: FGameplayResourceSet ( [FFlagContainer](API\Runtime\GameplayTasks\FGameplayResourceSet\FFlagContainer) InFlags )


className: FGameplayResourceSet

code: struct FGameplayResourceSet


code: FGameplayTaskEventData ( EGameplayTaskEvent InEvent, [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & InRelatedTask )


className: FGameplayTaskEventData

code: struct FGameplayTaskEventData

Event

type: EGameplayTaskEv...

RelatedTask

type: UGameplayTask&


code: bool operator() ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * A ) const


code: FGameplayTaskInstanceClassPredicate ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) > Class )


className: FGameplayTaskInstanceClassPredicate

TaskClass

type: TSubclassOf<UG...


code: [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) & RemoveSet ( [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) Other )


code: FGameplayTaskInstanceNamePredicate ( [FName](API\Runtime\Core\UObject\FName) DesiredInstanceName )


className: FGameplayTaskInstanceNamePredicate

description: For searching through lists of task instances.

InstanceName

type: FName


className: FOnClaimedResourcesChangeSignature


code: namespace FGameplayTasks { static const uint8 FGameplayTasks::DefaultPriority = 127; }


code: namespace FGameplayTasks { static const uint8 FGameplayTasks::ScriptedPriority = 192; }


description: Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskAvatar ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const


description: Get default priority for running a task

code: virtual uint8 GetGameplayTaskDefaultPriority() const


description: Get owner of a task or default one when task is null

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskOwner ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const


description: Notify called after GameplayTask changes state from Active (finishing or pausing)

code: virtual void OnGameplayTaskDeactivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


description: Notify called after GameplayTask changes state to Active (initial activation or resuming)

code: virtual void OnGameplayTaskActivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


description: Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!

code: virtual [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent) * GetGameplayTasksComponent ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) const


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IGameplayTasksModule](API\Runtime\GameplayTasks\IGameplayTasksModule) & Get()


description: Notify called after GameplayTask finishes initialization (not active yet)

code: virtual void OnGameplayTaskInitialized ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


className: IGameplayTaskOwnerInterface

code: class IGameplayTaskOwnerInterface


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: FGameplayTaskSpawnActorDelegate

code: class FGameplayTaskSpawnActorDelegate


className: IGameplayTasksModule

description: The public interface to this module

code: class IGameplayTasksModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: static [UGameplayTask_ClaimResource](API\Runtime\GameplayTasks\Tasks\UGameplayTask_ClaimResource) * ClaimResource ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) > InTaskOwner, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > ResourceClass, const uint8 Priority, const [FName](API\Runtime\Core\UObject\FName) TaskInstanceName )


code: static [UGameplayTask_ClaimResource](API\Runtime\GameplayTasks\Tasks\UGameplayTask_ClaimResource) * ClaimResource ( [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & InTaskOwner, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > ResourceClass, const uint8 Priority, const [FName](API\Runtime\Core\UObject\FName) TaskInstanceName )


code: static [UGameplayTask_ClaimResource](API\Runtime\GameplayTasks\Tasks\UGameplayTask_ClaimResource) * ClaimResources ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) > InTaskOwner, [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > > ResourceClasses, const uint8 Priority, const [FName](API\Runtime\Core\UObject\FName) TaskInstanceName )


code: static [UGameplayTask_ClaimResource](API\Runtime\GameplayTasks\Tasks\UGameplayTask_ClaimResource) * ClaimResources ( [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & InTaskOwner, const [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > > & ResourceClasses, const uint8 Priority, const [FName](API\Runtime\Core\UObject\FName) TaskInstanceName )


code: UGameplayTask_ClaimResource ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UGameplayTask_ClaimResource : public [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask)


code: virtual bool BeginSpawningActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [AActor](API\Runtime\Engine\GameFramework\AActor) *& SpawnedActor )


code: virtual void FinishSpawningActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnedActor )


description: Spawn new Actor on the network authority (server)

code: static [UGameplayTask_SpawnActor](API\Runtime\GameplayTasks\Tasks\UGameplayTask_SpawnActor) * SpawnActor ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) > TaskOwner, FVector SpawnLocation, FRotator SpawnRotation, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > Class, bool bSpawnOnlyOnAuthority )


description: Long term we can also use this task as a sync point. If the executing client could wait execution until the server creates and replicates the actor down to it. We could potentially also use this to do predictive actor spawning / reconciliation.

code: class UGameplayTask_SpawnActor : public [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask)

CachedSpawnLocation

type: FVector

CachedSpawnRotation

type: FRotator

ClassToSpawn

type: TSubclassOf<AA...

DidNotSpawn

type: FGameplayTaskSp...

description: Called when we can't spawn: on clients or potentially on server if they fail to spawn (rare)


description: Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it

code: virtual void Activate()


description: Return debug string describing task

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDebugString() const


code: static [UGameplayTask_TimeLimitedExecution](API\Runtime\GameplayTasks\Tasks\UGameplayTask_TimeLimitedExecuti-) * LimitExecutionTime ( [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & InTaskOwner, float Time, const uint8 Priority, const [FName](API\Runtime\Core\UObject\FName) InInstanceName )


code: virtual void OnGameplayTaskActivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


code: virtual void OnGameplayTaskDeactivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


code: UGameplayTask_TimeLimitedExecution ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Adds time limit for running a child task

code: class UGameplayTask_TimeLimitedExecution : public [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask)

OnFinished

type: FTaskFinishDele...

description: Called when child task finishes execution before time runs out

OnTimeExpired

description: Called when time runs out


description: Wait specified time. This is functionally the same as a standard Delay node.

code: static [UGameplayTask_WaitDelay](API\Runtime\GameplayTasks\Tasks\UGameplayTask_WaitDelay) * TaskWaitDelay ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) > TaskOwner, float Time, const uint8 Priority )


code: static [UGameplayTask_WaitDelay](API\Runtime\GameplayTasks\Tasks\UGameplayTask_WaitDelay) * TaskWaitDelay ( [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & InTaskOwner, float Time, const uint8 Priority )


code: UGameplayTask_WaitDelay ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UGameplayTask_WaitDelay : public [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask)

OnFinish

type: FTaskDelayDeleg...


code: template<class T> void AddClaimedResource()


code: void AddClaimedResource ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > ClaimedResource )


code: void AddClaimedResourceSet ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > > & AdditionalResourcesToClaim )


code: void AddClaimedResourceSet ( [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) AdditionalResourcesToClaim )


code: template<class T> void AddRequiredResource()


description: Calling this function makes sense only until the task is being passed over to the GameplayTasksComponent. Once that's that resources data is consumed and further changes won't get applied

code: void AddRequiredResource ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > RequiredResource )


code: void AddRequiredResourceSet ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > > & RequiredResourceSet )


code: void AddRequiredResourceSet ( [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) RequiredResourceSet )


code: static [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) * ConvertToTaskOwner ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & OwnerObject )


code: static [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) * ConvertToTaskOwner ( [AActor](API\Runtime\Engine\GameFramework\AActor) & OwnerActor )


description: Called explicitly to end the task (usually by the task itself). Calls OnDestroy. : you need to call EndTask before sending out any "on completed" delegates. If you don't the task will still be in an "active" state while the event receivers may assume it's already "finished"

code: void EndTask()


description: Called when the task is asked to cancel from an outside node. What this means depends on the individual task.Bydefault, this does nothing other than ending the task.

code: virtual void ExternalCancel()


description: Called when the task is asked to confirm from an outside node. What this means depends on the individual task.Bydefault, this does nothing other than ending if bEndTask is true.

code: virtual void ExternalConfirm ( bool bEndTask )


className: FGenericGameplayTaskDelegate

code: class FGenericGameplayTaskDelegate


code: virtual [FString](API\Runtime\Core\Containers\FString) GenerateDebugDescription() const


description: Proper way to get the avatar actor associated with the task owner (usually a pawn, tower, etc)

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetAvatarActor() const


code: [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * GetChildTask() const


code: const [FString](API\Runtime\Core\Containers\FString) & GetDebugDescription() const


description: Return debug string describing task

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDebugString() const


description: Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskAvatar ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const


description: Get default priority for running a task

code: virtual uint8 GetGameplayTaskDefaultPriority() const


description: Get owner of a task or default one when task is null

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskOwner ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const


code: [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent) * GetGameplayTasksComponent() const


description: Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!

code: virtual [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent) * GetGameplayTasksComponent ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) const


description: Proper way to get the owning actor of task owner. This can be the owner itself since the owner is given as a interface

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetOwnerActor() const


code: EGameplayTaskState GetState() const


code: [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) * GetTaskOwner() const


description: Helper function for gettingUWorldoff a task

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: bool HasOwnerFinished() const


description: Initializes the task with the task owner interface instance but does not activate untilActivate()is called

code: void InitTask ( [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & InTaskOwner, uint8 InPriority )


code: virtual void InitSimulatedTask ( [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent) & InGameplayTasksComponent )


code: bool IsOwnedByTasksComponent() const


code: bool IsSimulatedTask() const


description: IsSupportedForNetworking means an object can be referenced over the network

code: virtual bool IsSupportedForNetworking() const


code: virtual bool IsWaitingOnAvatar() const


code: virtual bool IsWaitingOnRemotePlayerdata() const


description: Called when a task owner wants to inform the task that it's done and don't want to get notified on task deactivation (i.e. OnGameplayTaskDeactivated).

code: void MarkOwnerFinished()


description: Helper function for instantiating and initializing a new task

code: template<class T> static T * NewTask ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FName](API\Runtime\Core\UObject\FName) InstanceName )