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Ue Gameplay Tags

Community
kevinpbuckley
ue-gameplay-tags

Use Gameplay Tags in Unreal C++ — hierarchical FName-based labels (FGameplayTag, FGameplayTagContainer), native tag declaration and definition (UE_DECLARE_GAMEPLAY_TAG_EXTERN / UE_DEFINE_GAMEPLAY_TAG / UE_DEFINE_GAMEPLAY_TAG_COMMENT / UE_DEFINE_GAMEPLAY_TAG_STATIC), tag registration via UGameplayTagsManager, runtime lookup with RequestGameplayTag, container operations (AddTag, RemoveTag, HasTag, HasTagExact, HasAny, HasAll), single-tag matching (MatchesTag, MatchesTagExact, MatchesAny), data-driven conditions with FGameplayTagQuery, the IGameplayTagAssetInterface, and config via DefaultGameplayTags.ini / DataTable sources. Use when modeling states, categories, damage types, ability identifiers, or any open-ended hierarchical label that multiple systems share; when replacing brittle enums or string comparisons; or when working with GAS, AI behavior trees, animation, or UI systems that gate behavior on tags.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-gameplay-tags
Stars
89
Forks
9
Bundled files
3
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.

  • 3 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 Ue 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/unreal-engine-skills/tree/master/skills/core/ue-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/unreal-engine-skills.git /tmp/unreal-engine-skills
mkdir -p .claude/skills
cp -r /tmp/unreal-engine-skills/skills/core/ue-gameplay-tags .claude/skills/ue-gameplay-tags
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue 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 Ue 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 Ue 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.

Gameplay Tags

Gameplay Tags are hierarchical, interned FName labels — State.Stunned, Ability.Attack.Melee, Event.Reset — registered centrally so every system speaks the same vocabulary. They replace scattered enums/booleans/string IDs with a single, extensible, designer-editable taxonomy.

When to use this skill

  • Modeling states/categories/flags ("is stunned", "fire damage type", "ability = dash").
  • Replacing brittle enums/bools/string IDs with extensible, queryable labels.
  • Interfacing with tag-driven systems (GAS, behavior trees, animation, UI).
  • Granting, blocking, or querying behavior based on a set of active tags on an actor.
  • Building data-driven activation conditions that designers can edit without recompiling.

Mental model

  • A tag is a dot-separated hierarchy: Ability.Attack.Melee is a child of Ability.Attack.
  • Tags are interned — comparison is a fast FName equality check, not a string compare.
  • Tags are registered once (at module load for native; at ini/DataTable load for config) before gameplay begins. You cannot create arbitrary runtime tags.
  • FGameplayTagContainer stores a set of tags an actor currently has; it also caches parent tags for fast hierarchy-aware queries.
  • FGameplayTagQuery encodes a logical expression (any/all/none of a tag set, composed recursively) as an opaque byte stream editable in the Details panel.

Module dependency: add "GameplayTags" to your Build.cs PublicDependencyModuleNames.

Defining tags

Three approaches (you can mix):

1. Native C++ tags — compile-time safe, share across modules, register at module load:

cpp
// MyTags.h  (any public header)
#pragma once
#include "NativeGameplayTags.h"

UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_State_Stunned)
UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Damage_Fire)
cpp
// MyTags.cpp
#include "MyTags.h"

// No comment variant (tag string must match your ini/design taxonomy):
UE_DEFINE_GAMEPLAY_TAG(TAG_State_Stunned,  "State.Stunned")

// With an editor-visible tooltip comment:
UE_DEFINE_GAMEPLAY_TAG_COMMENT(TAG_Damage_Fire, "Damage.Fire", "Applied by fire sources")
cpp
// File-private tag (no header declaration needed):
UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_LocalOnly, "Debug.LocalOnly")

Use native tags for every tag your C++ references directly — no string lookup at call sites and a compile error if you mistype the variable name.

2. Config/editor tags — added in Project Settings → GameplayTags (written to Config/DefaultGameplayTags.ini) or to Config/Tags/*.ini for per-team organisation. Request at runtime by name:

cpp
// Prefer caching this result — RequestGameplayTag does a map lookup.
FGameplayTag FireTag = FGameplayTag::RequestGameplayTag(FName("Damage.Fire"));
// Pass false as second arg to suppress the ensure() if the tag might not exist.
FGameplayTag MaybeTag = FGameplayTag::RequestGameplayTag(FName("Debug.Foo"), false);

3. DataTable tags — a UDataTable with row type FGameplayTagTableRow listed in Project Settings → Gameplay Tag Table List. Useful for importing bulk tag sets from CSV.

Container operations

cpp
FGameplayTagContainer ActiveTags;   // e.g. an actor's current states

ActiveTags.AddTag(TAG_State_Stunned);
ActiveTags.RemoveTag(TAG_State_Stunned);
ActiveTags.AppendTags(OtherContainer);  // union
ActiveTags.Reset();

// Hierarchy-aware queries (child satisfies parent check):
bool bStunned    = ActiveTags.HasTag(TAG_State_Stunned);   // exact or ancestor match
bool bExact      = ActiveTags.HasTagExact(TAG_State_Stunned);
bool bAny        = ActiveTags.HasAny(RequiredAny);
bool bAll        = ActiveTags.HasAll(RequiredAll);
bool bAnyExact   = ActiveTags.HasAnyExact(RequiredAny);
bool bAllExact   = ActiveTags.HasAllExact(RequiredAll);

Hierarchy matters: HasTag(Ability.Attack) returns true if the container holds Ability.Attack.Melee. Prefer *Exact variants when you need strict equality. HasAll with an empty container returns true (vacuous truth — no tags are missing).

Single-tag matching

cpp
FGameplayTag Melee = TAG_Ability_Attack_Melee.GetTag();   // via FNativeGameplayTag
FGameplayTag Attack = FGameplayTag::RequestGameplayTag(FName("Ability.Attack"));

Melee.MatchesTag(Attack);         // true  — Melee is a child of Attack
Attack.MatchesTag(Melee);         // false — Attack is NOT a child of Melee
Melee.MatchesTagExact(Attack);    // false — not the same tag
Melee.MatchesAny(SomeContainer);  // true if container has Melee or any parent of Melee

Tag queries (data-driven conditions)

FGameplayTagQuery composes conditions that designers can author in the Details panel without recompiling. Build one in code when needed:

cpp
// Match actors that have State.Stunned but NOT State.Immune:
FGameplayTagQuery Q = FGameplayTagQuery::BuildQuery(
    FGameplayTagQueryExpression()
    .AllExprMatch()
    .AddExpr(FGameplayTagQueryExpression().AnyTagsMatch().AddTag(TAG_State_Stunned))
    .AddExpr(FGameplayTagQueryExpression().NoTagsMatch() .AddTag(TAG_State_Immune))
);

if (Q.Matches(ActorTags)) { /* apply stun effect */ }

Shortcut factory functions for simple cases:

cpp
FGameplayTagQuery QAny = FGameplayTagQuery::MakeQuery_MatchAnyTags(SomeContainer);
FGameplayTagQuery QAll = FGameplayTagQuery::MakeQuery_MatchAllTags(SomeContainer);
FGameplayTagQuery QNone= FGameplayTagQuery::MakeQuery_MatchNoTags(SomeContainer);

IGameplayTagAssetInterface

Implement this interface on any actor or object that owns tags, so other systems can retrieve tags without casting:

cpp
// MyCharacter.h
#include "GameplayTagAssetInterface.h"

UCLASS()
class AMyCharacter : public ACharacter, public IGameplayTagAssetInterface
{
    GENERATED_BODY()
public:
    virtual void GetOwnedGameplayTags(FGameplayTagContainer& OutTags) const override
    {
        OutTags.AppendTags(ActiveTags);
    }

private:
    UPROPERTY(EditAnywhere, Category="Tags")
    FGameplayTagContainer ActiveTags;
};

IGameplayTagAssetInterface also provides default implementations of HasMatchingGameplayTag, HasAllMatchingGameplayTags, and HasAnyMatchingGameplayTags that call GetOwnedGameplayTags — override only if you need custom logic.

Exposing tags to Blueprints and the editor

cpp
// Tag picker in Details panel:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Tags")
FGameplayTag DamageType;

// Container picker — holds multiple tags:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Tags")
FGameplayTagContainer GrantedTags;

// Restrict the picker to a subtree with the meta specifier:
UPROPERTY(EditAnywhere, meta=(Categories="Damage"))
FGameplayTag SpecificDamageType;

// Query editor widget:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Tags")
FGameplayTagQuery ActivationRequirements;

FGameplayTag, FGameplayTagContainer, and FGameplayTagQuery are all BlueprintType and show custom editor widgets in Details panels.

When to use tags vs. enums

SituationRecommendation
Fixed, small, mutually-exclusive set switched in C++enum class
Open-ended, hierarchical, designer-extensible labelsGameplay tags
"An object has a set of states at once"Tag container
Activation requirements editable without recompileFGameplayTagQuery

Gotchas

  • Typo in RequestGameplayTag for an unregistered tag → warns and returns invalid tag (the second arg controls whether it fires an ensure). Prefer native tags.
  • HasTag vs HasTagExact — hierarchy expansion causes false positives when you want exact matches and false negatives when you forget it exists.
  • HasAll on empty container returns true — intended (vacuous truth), but surprising; guard with !Container.IsEmpty() when needed.
  • Forgot "GameplayTags" in Build.cs → unresolved external symbols.
  • Registering native tags too late — UE_DEFINE_GAMEPLAY_TAG registers at module startup; never define inside a function or after the tag table is locked.
  • Comparing Tag.ToString() instead of the tag struct — always compare FGameplayTag values directly or use matching functions.
  • UE_DEFINE_GAMEPLAY_TAG in a header — the static_assert in the macro rejects this at compile time; define must be in a .cpp file.
  • GetSingleTagContainer deprecated in 5.4 — use FGameplayTag::GetSingleTagContainer() (member) or FindTagNode on the manager instead.

Version notes

  • UE_DEFINE_GAMEPLAY_TAG_STATIC (file-private tag) and the UE_DEFINE_GAMEPLAY_TAG_COMMENT (with developer tooltip) forms were both present in UE5.0+; stable in 5.8.
  • GetSingleTagContainer(FGameplayTag) on UGameplayTagsManager was deprecated in 5.4; the member FGameplayTag::GetSingleTagContainer() is the replacement.
  • FGameplayTagQuery::MakeQuery_ExactMatchAnyTags / MakeQuery_ExactMatchAllTags added to allow exact-match factory queries without building the expression tree manually.
  • The ClearInvalidTags setting on UGameplayTagsSettings was deprecated in 5.5.

Cross-references

  • ue-gameplay-ability-system — GAS uses tags heavily: ability activation requirements, blocking/cancelling tags, FGameplayEffectQuery, Gameplay Cue tags, and FGameplayTagResponseTable. The two skills are companion references.

References & source material

Engine source (UE 5.8, Engine/Source/Runtime/GameplayTags/):

  • Classes/GameplayTagContainer.h — FGameplayTag:41, RequestGameplayTag:57, MatchesTag:91, MatchesTagExact:100, MatchesAny:126, GetSingleTagContainer:144; FGameplayTagContainer:247, HasTag:299, HasTagExact:316, HasAny:333, HasAnyExact:356, HasAll:379, HasAllExact:402, AddTag:494, RemoveTag:520, AppendTags:472, MatchesQuery:464; FGameplayTagQuery:737, Matches:803, BuildQuery:815, MakeQuery_MatchAnyTags:854, MakeQuery_MatchAllTags:855, MakeQuery_MatchNoTags:856; FGameplayTagQueryExpression:865.
  • Classes/GameplayTagsManager.h — UGameplayTagsManager:336, Get():344, RequestGameplayTag:375, RequestGameplayTagContainer:365, AddNativeGameplayTag:403, RequestGameplayTagParents:446, RequestGameplayTagChildren:467, DoneAddingNativeTags:412.
  • Public/NativeGameplayTags.h — UE_DECLARE_GAMEPLAY_TAG_EXTERN:31, UE_DEFINE_GAMEPLAY_TAG_COMMENT:36, UE_DEFINE_GAMEPLAY_TAG:41, UE_DEFINE_GAMEPLAY_TAG_STATIC:46; FNativeGameplayTag:58.
  • Classes/GameplayTagAssetInterface.h — IGameplayTagAssetInterface:19, GetOwnedGameplayTags:28, HasMatchingGameplayTag:38, HasAllMatchingGameplayTags:48, HasAnyMatchingGameplayTags:58.
  • Classes/GameplayTagsSettings.h — UGameplayTagsSettings:103, FastReplication:129, GameplayTagTableList:145.

Official docs (UE 5.8):

Deep-dive references in this skill:

  • references/native-tags.md — native tag macros, module registration timing, multi-module sharing, and the FNativeGameplayTag lifetime.
  • references/containers-and-queries.md — container internals (explicit vs. parent tag arrays), query expression tree, net serialization, and performance guidance.
  • references/tag-driven-patterns.md — tag-driven gameplay patterns: state machines, effect gating, ability gating (GAS integration), animation, and config/ini organisation.

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 Ue Gameplay Tags AI skill do?

Use Gameplay Tags in Unreal C++ — hierarchical FName-based labels (FGameplayTag, FGameplayTagContainer), native tag declaration and definition (UE_DECLARE_GAMEPLAY_TAG_EXTERN / UE_DEFINE_GAMEPLAY_TAG / UE_DEFINE_GAMEPLAY_TAG_COMMENT / UE_DEFINE_GAMEPLAY_TAG_STATIC), tag registration via UGameplayTagsManager, runtime lookup with RequestGameplayTag, container operations (AddTag, RemoveTag, HasTag, HasTagExact, HasAny, HasAll), single-tag matching (MatchesTag, MatchesTagExact, MatchesAny), data-driven conditions with FGameplayTagQuery, the IGameplayTagAssetInterface, and config via DefaultGame...

Why use Ue Gameplay Tags on TypingMind?

Because you install it once and use it with any model. Ue 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 Ue Gameplay Tags in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/core/ue-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 Ue 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 Ue Gameplay Tags?

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

Is the Ue Gameplay Tags AI skill free?

It is published on GitHub by kevinpbuckley. Check the repository for licensing terms. 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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