Hello, thanks for your reply!!
Ah, no that has not been done…Might explain my troubles haha.
Going by the documentation I was working under the impression that I could use tags purely with blueprints alone
That definitely gave me something to work with, thank you!
I certainly seems like its a problem with tags, not EQS, so it seem pretty likely that’s the problem.
Ok, I have a few more questions if you will humor me.
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- Is that the only thing that’s missing do you think?
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- How do I implement that on a BP project? I haven’t really used C++ in Unreal before.
(From a quick search I did it look like this is what you’re talking about? Why the heck is IGameplayTagAssetInterface NOT exposed to Blueprints... - #3 by BlueMind_Studio)
- How do I implement that on a BP project? I haven’t really used C++ in Unreal before.
I think I’ve found a few tutorials on how to do it, just want to make sure I’m back on the right path again.
Thanks again!