# Blueprint - EQS and Gameplay Tags - I need help!

**URL:** <https://forums.unrealengine.com/t/blueprint-eqs-and-gameplay-tags-i-need-help/242086>\
**Category:** Blueprint\
**Tags:** General, unreal-engine, UE4-26\
**Created:** [July 23, 2021, 4:37am UTC](https://forums.unrealengine.com/t/blueprint-eqs-and-gameplay-tags-i-need-help/242086 "2021-07-23T04:37:41Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![ViridianGU](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ViridianGU](https://forums.unrealengine.com/u/ViridianGU)\
**Post date:** [July 23, 2021, 6:16pm UTC](https://forums.unrealengine.com/t/blueprint-eqs-and-gameplay-tags-i-need-help/242086/3 "2021-07-23T18:16:21Z")

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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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  1. Is that the only thing that’s missing do you think?

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  1. 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](https://forums.unrealengine.com/t/why-the-heck-is-igameplaytagassetinterface-not-exposed-to-blueprints/99819/3))

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!

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