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Gameplay Tags

Community
kevinpbuckley
gameplay-tags

Create, list, remove, and rename Gameplay Tags with runtime registration (GameplayTagService). Use when the user asks to add or register gameplay tags, list/query existing tags, or rename/remove tags (e.g. Ability.Attack.Melee, State.Stunned).

Overview

Publisherkevinpbuckley
RepositoryVibeUE
Skill namegameplay-tags
Stars
735
Forks
161
Bundled files
1
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by kevinpbuckley on GitHub. Read the source before you install it.

Installation

Install the Gameplay Tags AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/gameplay-tags
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git /tmp/VibeUE
mkdir -p .claude/skills
cp -r /tmp/VibeUE/Content/Skills/gameplay-tags .claude/skills/gameplay-tags
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Gameplay Tags in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Gameplay Tags on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Gameplay Tags is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "gameplay-tags"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Gameplay Tags Skill

Manage Unreal Engine Gameplay Tags. Core CRUD (add / remove / rename / list) is now owned by Unreal 5.8's native GameplayTagsToolset (call it via call_tool). VibeUE keeps only the delta the engine toolset does NOT provide — runtime hierarchy queries, bulk registration, and tag-value lookup: unreal.GameplayTagService.has_tag / get_tag_info / get_children / add_tags / request_tag / request_tag_container.

Tags are written to INI config and registered at runtime — they appear immediately in the editor tag picker without restart.

Critical Rules

🔀 Where each operation lives

OperationUse
Add / remove / rename a single tag, list all tagsengine GameplayTagsToolset via call_tool (run describe_toolset for its action names/params)
Bulk-register many tags at onceunreal.GameplayTagService.add_tags([...], comment, source)
Check existenceunreal.GameplayTagService.has_tag(name)
Obtain an FGameplayTag VALUE for a tag-typed APIunreal.GameplayTagService.request_tag(name) / request_tag_container(names) — Python CANNOT construct FGameplayTag itself (TagName is read-only, MakeLiteralGameplayTag takes a tag). Use these for has_matching_gameplay_tag, send_gameplay_event_to_actor, assign_tag_set_by_caller_magnitude, tag-keyed TMap authoring, tag queries, etc. request_tag returns an invalid tag (never asserts) for unregistered names — check .is_valid()
Detailed info (comment/source/redirect/child count)unreal.GameplayTagService.get_tag_info(name)
Direct children of a tagunreal.GameplayTagService.get_children(parent)

The single-tag add_tag / remove_tag / rename_tag / list_tags helpers were removed from GameplayTagService in the 5.8 consolidation — use the engine GameplayTagsToolset for those. VibeUE's add_tags remains for registering several tags in one call.

⚠️ Do NOT Use ProjectSettingsService for Gameplay Tags

ProjectSettingsService.set_ini_value() writes the ini file but does NOT register tags with UGameplayTagsManager. Tags created this way will not appear in tag pickers or dropdowns.

Use the engine GameplayTagsToolset (single-tag CRUD) or unreal.GameplayTagService.add_tags (bulk) for gameplay tag operations.

⚠️ Tag Names Use Dot Hierarchy

Tags use dot-separated hierarchy: Category.Subcategory.TagName

python
# ✅ CORRECT
unreal.GameplayTagService.add_tags(["Cube.StartChasing"])
unreal.GameplayTagService.add_tags(["Ability.Fireball.Cast"])

# ❌ WRONG - don't use spaces or special characters
unreal.GameplayTagService.add_tags(["Cube Start Chasing"])

⚠️ Default Source is DefaultGameplayTags.ini

Tags default to DefaultGameplayTags.ini source. This is the standard project-level tag source. You can specify a different source if needed, but the default is correct for most cases.

⚠️ Check Results

python
result = unreal.GameplayTagService.add_tags(["Cube.StartChasing"], "Event to start chasing")
if not result.success:
    print(f"Failed: {result.error_message}")

⚠️ Renames Register a Redirect — has_tag(old_name) Stays True

Renaming a tag (via the engine GameplayTagsToolset) updates the INI and registers a tag redirect so existing assets keep resolving the old name. Consequences:

  • has_tag(old_name) returns True after a rename — that is the redirect, not a failed rename.
  • get_tag_info(old_name) describes the redirect target; check its redirected_to field (non-empty = the requested name is a redirect, the value is the new canonical name).
  • Verify a rename with the engine toolset's list action or get_children(parent) — the old name will be gone from those listings — or check get_tag_info(old_name).redirected_to.

⚠️ get_tag_info Returns a Struct or None — NOT a Tuple

python
# ❌ WRONG — raises "cannot unpack non-iterable GameplayTagInfo"
found, info = unreal.GameplayTagService.get_tag_info("Cube.StartChasing")

# ✅ CORRECT
info = unreal.GameplayTagService.get_tag_info("Cube.StartChasing")
if info is not None:
    print(info.tag_name, info.comment)

Workflows

Add Tags for StateTree Events

When a StateTree transition needs OnEvent trigger, create the event tags first:

python
import unreal

# 1. Create the gameplay tags
result = unreal.GameplayTagService.add_tags(
    ["Cube.StartChasing", "Cube.StopChasing"],
    "StateTree chase events"
)
print(f"Added {len(result.tags_modified)} tags: {result.tags_modified}")

# 2. Now use them in StateTree transitions (via StateTreeService)

Add a Single Tag

Single-tag add lives in the engine GameplayTagsToolset — call it with call_tool (run describe_toolset on it for the exact action name and parameters). For one-or-many in a single call from Python, add_tags also accepts a single-element list:

python
import unreal

result = unreal.GameplayTagService.add_tags(
    ["Ability.Fireball.Cast"],
    "Triggered when player casts fireball"
)
if result.success:
    print(f"Tag added: {result.tags_modified[0]}")

List All Tags (with Filter)

Listing/filtering all tags is an engine GameplayTagsToolset action (via call_tool). To walk a specific subtree from Python, use get_children:

python
import unreal

# Direct children under "Cube"
for t in unreal.GameplayTagService.get_children("Cube"):
    print(f"{t.tag_name} (source={t.source}, children={t.child_count})")

Check Tag Existence Before Use

python
import unreal

tag_name = "Cube.StartChasing"
if unreal.GameplayTagService.has_tag(tag_name):
    print(f"Tag '{tag_name}' exists")
else:
    # Register it (bulk-capable VibeUE helper; or use the engine GameplayTagsToolset)
    unreal.GameplayTagService.add_tags([tag_name])

Inspect Tag Hierarchy

python
import unreal

# Get children of root "Cube" tag
children = unreal.GameplayTagService.get_children("Cube")
for child in children:
    print(f"  {child.tag_name} (explicit={child.is_explicit})")

Rename a Tag

Renaming is an engine GameplayTagsToolset action — call it via call_tool. Then verify the redirect from Python (the old name still resolves through the redirect, so has_tag stays True):

python
import unreal

# (rename Cube.StartChasing -> Cube.BeginChase via the engine GameplayTagsToolset, then:)
info = unreal.GameplayTagService.get_tag_info("Cube.StartChasing")
print(f"Old name now redirects to: {info.redirected_to}")  # 'Cube.BeginChase'

Remove a Tag

Removing a single tag is an engine GameplayTagsToolset action (via call_tool). Confirm it is gone from Python with has_tag / get_children on the parent.


API Reference

VibeUE delta (call as unreal.GameplayTagService.<method> via execute_python_code):

MethodReturnsDescription
has_tag(tag_name)boolCheck if tag exists (also True for redirected old names of renamed tags)
get_tag_info(tag_name)FGameplayTagInfo or NoneGet detailed tag info (struct or None — NOT a tuple)
get_children(parent_tag)[FGameplayTagInfo]Get direct children of a tag
add_tags(tag_names, comment, source)FGameplayTagResultBulk-register multiple tags (also works for one)

Single-tag add / remove / rename and list-all are provided by Unreal 5.8's native GameplayTagsToolset — reach it with call_tool; run describe_toolset for its actions.

FGameplayTagInfo Fields

FieldTypeDescription
tag_namestrFull tag name (as requested)
redirected_tostrIf the requested name was renamed, the new canonical tag it redirects to (empty if none). Other fields describe the redirect target.
commentstrDeveloper comment
sourcestrWhere tag was defined
is_explicitboolExplicitly defined vs implied parent
child_countintNumber of direct children

Sample scripts (run via execute_python_code)

  • scripts/add_tags.txt — register gameplay tags and list them.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Gameplay Tags AI skill do?

Create, list, remove, and rename Gameplay Tags with runtime registration (GameplayTagService). Use when the user asks to add or register gameplay tags, list/query existing tags, or rename/remove tags (e.g. Ability.Attack.Melee, State.Stunned).

Why use Gameplay Tags on TypingMind?

Because you install it once and use it with any model. Gameplay Tags is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Gameplay Tags in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/gameplay-tags. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Gameplay Tags?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Gameplay Tags?

As many as you like. As long as a model supports skills, you can use Gameplay Tags with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Gameplay Tags AI skill free?

Yes. It is published on GitHub by kevinpbuckley under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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