Can instant gameplay effects add tags "permanently" like they change attributes "permanently"?

with my GE the speed is properly reduced on both predicted client and server
but the tag is only added on client as server returns false when I check against it
if infinite or duration the tag is properly applied to server
if you “you can’t use “Instant” to add Tags” how would one handle it the intended way to remove or add tags given by different GEs?

So basically I have to manually handle prediction but cannot use instant effect to do it? Like what is the intended way then?

Assuming you are using the method I think you’re using, GameplayEffects add tags to an AbilitySystem for the duration of time that they are active.

Adding tags in an Instant GameplayEffect here doesn’t make much sense, as they’ll be added and removed in the same frame.

What you want to do is add a tag that is uncoupled with the GameplayEffect’s lifetime.

For this, I am tempted to recommend using a GameplayEffectExecutionCalculation that adds the tag to the target of the GameplayEffect

Thank you for the reply, would that execute calc. be predicted out of the box?

that I am unsure of, but it is relatively easy to make a GEEC class in C++